#SL Pathfinding API Documentation

Path by richardefreeman Flickr

Rand Linden has been adding information about the Pathfinding API to the SL Wiki. Also, a beta testing page is up in the wiki too. The testing page is incomplete. But, it is looking like we will soon see the new feature arriving in the Preview Grid ADITI.

What It Does

Non-Player Characters (NPC) or Non-Played Character, depending on who one talks to, is what we often call bots. A computer runs them. The SL Wiki has a page on the software that runs bots. See: Second Life Bot Software Comparison.

In addition to the more familiar bots we can have other NPC’s. The Linden Scripting Language (LSL) has a function named llCreateCharacter() that can turn any collection of prims, sculpties, and/or mesh into a NPC. The function is described as: Converts the current linkset to an AI [artificial intelligence] character. By default, the character’s shape will be an upright capsule approximately the size of the linkset, adjustable via the options list. The linkset must use mesh accounting.

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Niran’s Viewer Update 1.23.5

The speed of updates to various viewers is overwhelming. If I reviewed every release, I would never have time to do much else. Fortunately several of the viewers do a good job of blogging what’s changed in their viewer. The problem with those updates is they tend to only tell one the good stuff, which makes sense if you think about it. If they find a problem, they tell the development team so it can be fixed. So, the problems they know about have been fixed.

Give a viewer to a regular user and we’ll do something odd with it that the developers haven’t tried. That is why users always find bugs. As good as the developers and testers are, they can’t think of or do everything that can be done by a user.

So, reviewers always have things they can find. The problem is finding it all.

Version 1.23.5 of Nirans is out and has a load of fixes and additions. As usual the interface has changes. Some you’ll like and some not so much. But we learn from experimenting.

Downloads

Niran’s now has both 32 and 64 bit versions of the viewer for Windows. The 1.23.5 was released in the 64 bit version about 10 AM today. Nirans Viewer download page.

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#SL Animation Changes

Avastar in Blender - Image by Machinimatrix

In January of this year Laurent Bechir filed a user story in the SL JIRA, STORM-1803. The JIRA item points to Machinimatrix’s post on Second Life’s animation format. The animation format controls what we can upload into SL. In a way this user story is a feature request.

Oddly it is the Biovision Hierarchy (BVH) file format used for uploading that restricts much of what we can do with animations in Second Life. Internally SL uses an .anim type file format that allows more animation controls than BVH.

Some of the things an ANIM file allows are:

  • Different animation priorities per-joint
  • Keyframed animation control of eyes!
  • Variable length joint offsets per frame (allowing cartoon-like “stretchy” bones)
  • Keyframed rotation and repositioning of attachments (which meshes can weight to; to use as new child bones  )
  • Client Side scaling of attachments and default mesh
  • ANIM files are text files

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#SL Problems Today

Seems one of the data centers went down. That took the Market Place, is rumored to have knocked 10k users offline, cutoff access to ADITI, and generally borked things. Rod has been tweeting about it. Rod started tweeting about 11:30 AM, if my math is right, which is several hours after the problem event started. … Read more

#SL Content/Mesh News Week 7

In the Content and Mesh User Group some interesting things came up today.

Transparent Mesh

If a mesh object is transparent should that change its Land Impact cost? Should it even render? If it doesn’t render, doesn’t it use fewer resources? It seems the Lindens are looking at this special case and considering how to implement such a change.

Content-Mesh Meeting

Runitai says the code to NOT render 100% transparent objects is in the pipeline. The release of the code has been delayed because it broke highlight transparent. (SH-2963)

Dropping Mesh Things

If you have a mesh attachment, you cannot drop it as you would a prim or sculpty attachment. Mesh objects rigged or not, detach back into inventory.

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#SL Mesh Deformer Update

Qarl put out new Mesh Deformer code yesterday (2/13) about 3 PM. This release should handle the crumpling problem better. We will know as soon as someone gets the code into a viewer where we can use it. To see the crumpling problem see: #SL Bare Feet.