Designing Worlds in Second Life had an opportunity to interview with Ebbe Altberg, the Linden Lab CEO. It has been promoted for a day or two now. Today the video of the interview was released. You can see the video on SLArtist.com.
Designing Worlds
This is an interesting video interview. Ebbe’s excitement with SL1 and 2 comes through. He gives us information about SL1 and SL2 and where they are going. I’ll warn you that what he says can be interrupted several ways. His implications are not always clear. So, what you are reading here is what I heard and how I took his meaning. That doesn’t mean it is correct. I think it is, but…
AvaStar 1.2 is out and now Gaia has published an article on what they will be doing now. See: Remarks from the Creators. The interesting take away is that the tutorial videos will be getting updated now that the product has stabilized.
As builders plan for a world to be seen by Oculus Rift users we hear a bit more about building things to real life scale. It is a good idea and has many benefits.
Babe @ Lost Eden – 2014
What we aren’t hearing much about is how to avoid making visitors sick, simulator motion sickness. I suppose many think that the Oculus Rift people will take care of such problems. The Oculus people are certainly putting thought and engineering into building a system that will avoid giving people simulator sickness. But, they advise those building for Oculus headsets to make sure they can keep their frame rates above 60 FPS…
I suspect the majority of Second Life users seldom see 60 fps. I know with my Quad Core and GTX560 I seem to get 25 to 50 FPS most of the time. If I am in a crowd, it is more like 8 to 12.
You may have heard that OSGrid had a hard disk crash. They use a RAID (Redundant Array of Inexpensive Disks) system to improve reliability and speed. But, the system crashed and could not be recovered as they thought would be possible.
They have been exploring recovery via professional data recovery services. It appears they will be able to recover all data. It is unclear to me exactly what the cost is, but US$2,600 is close. That uses up a little more than half the funds available to OSGrid.
If you use OSGrid, it is definitely time to kick in with a little extra support. Make donations here: OSGrid Donations. A thousand people need to contribute $26 to cover the drive failure.
The main channels did get a roll out. It was the package running on the RC channels for the last 2 weeks (38 & 39 or 39 & 40 depending on how you count weeks for rollouts). This was the package with teaks to the Experience Tools project. It also included some bug fixes.
Bryn Oh Exhibit LEA 9 – 2014
RC Channels
The RC channels all got the same package. This is a package that fixes a problem unique to the Skill Gaming regions.
nPose is an open source tool for placing and controlling animations in furniture, or other prims which avatars can sit on. The tool has been around since at least 2010. (reference) I need such a tool for a sofa I am making. In my search I found nPose and thought it might be the answer. This tutorial is the outcome of my research. I am writing it in the early stages of my use of nPose, so expect this tutorial to get updates as I learn more. But, it should get you started.
Initial Note Card
The older nPose v0.028, also labeled as version 1.27, can be found here: User:Nandana Singh/nPose. nPose has had considerable work done on it since then. So, I do not recommend using this version, but it works.
A newer version is discussed here: User:Rev Eponym/nPose. The page does not include a download link. You can get the latest version of nPose at Builder’s Brewery. This SURL should pop you right in front of the vendor for nPose (free), at least as of October 2014.
The in world SL Group for nPose is named: nPose. There seem to be more people online in the SL morning than afternoon. I had better luck getting answers in the morning than afternoon. But, I haven’t been in the group long, so that may not be accurate.
Several people have been involved in advancing nPose. The latest work I found was done in June 2014. So, this is a script I consider under active development.