Second Life Prims Not Rezzing

For some time we have had prims that don’t rez. Parts of a road or wall or something will be missing. If we right-click where they ‘should’ be, they snap into view. The problem is in the viewer. It is a years old problem, but generally rare. Recent Interest List changes have made it worse.

Andrew says there is a fix but the code is currently in very crashy viewer. After my day in Fantasy Fair I think the main, beta, and development viewers are all way crashy. I’m trying to chase down what’s up with that. I was having trouble staying on for more than 15 minutes at a time, which may be something on my side. Whatever, Andrew’s fix has not made it to the QA teams yet. They need to get the crashing fixed before it goes to them.

Andrew says the fix is in with the viewer code that has the viewer hinting for the server. This is the hinting that tells the server more about what the viewer needs and what’s in the viewer’s cache.

As it turns out the problem with the prims not rezzing comes from the viewer getting confused about what it has cached and can render and what it needs to wait to render. It has all it needs, but doesn’t realize it.

At best we won’t see the fix rollout for a couple of weeks. The viewer people are focused on getting SSA out. (Server Side Appearance – baking) Behind that is the Materials release. From our seats it is a coin toss for which is going to go through first; hinting and prim rez fix or Materials. Whichever, I expect it to be after SSA is rolled out.

There are some possible problems with SSA, think COF Corruption and unexpected surprises. If things go badly with SSA, that will delay the prim-rez-fix. We’ll have to wait and see what happens. And… things could go well.

Second Life Meeroos Fix

Seems there is a problem with Meeroos and the Interest List updates. Andrew Linden has been working on it, so a fix is close. Apparently there was a problem with an earlier fix crashing the server. Andrew is testing his current fix today, Tuesday.

The Problem is seen when you turn your back on a herd of Meeroos. After a few seconds when you turn around the viewer updates their position. But, the head and body of a Meeroo may not update at the same time. You see a head take off then later the body catches up. Not exactly conducive to building an immersive experience.

Second Life News 2013-18

All the blogs are covering Fantasy Fair, the fund raiser for Relay for Life. So, I’m not saying much, figuring you are hearing plenty. But, if you haven’t been to Fantasy Fair, get over and check it out.

Other Events

There seems to be lots of things happening in Second Life. Daniel Voyager wrote about Tribute City Fashion Week 2013 that starts May 31. It looks fun.

SL10B is coming too. Important dates are:

  • May 20 Volunteer/Performer, Exhibitor Applications close
  • May 27 Sims open to builders
  • June 16 Grand Opening
  • June 23 Official Birthday day
  • June 23 Final day of performances
  • June 29 Sims close to the public
  • July 1 All builds to be dismantled – sims go offline

Viewers

Not much news. The SL Beta Viewer 3.5.1 (274588) is the Lindens’ test viewer for SSA. The Beta version has to pass before they can seriously think about rolling out SSA. Once we see the SSA code roll into the main viewer release, it will be some time before SSA goes live. How little or much time is dependent, in some measure, on how fast people upgrade to the SSA capable viewers.

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Resetting the Origin of an Armature in Blender

The default Second Life animations have odd pivot points in the animations. If you are using them for import to SL then that is a good thing. If you are trying to use the animations for other purposes, like I am to pose the avatar for weighting clothes, it is a problem.

If you import the default SL animation into Blender, the feet are at the Blender 0,0,0 position. If you change to EDIT mode the hip is at the 0,0,0 position. In POSE more, again the feet are at the 0,0,0 position. See the image.

The problem with Default Sl Animations
The problem with Default SL Animations

That does not really matter for our use for making Second Life clothes. But the T-pose only being available in EDIT mode makes it hard to position the imported animation with our clothing avatar.

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Mixamo Promo

I’m NOT promoting Mixamo… I am not using any of their products but, they do have a fun new promotional video out for their upcoming Webinar: Bring Your Game to Life. They sell animated characters and tools to help build them.

[youtube kH_LMyJIepw]

I think the illustration of a radically different user interface is great. I think that is something that could be done with LEAP Motion. It is something like what a new user interface for building with Oculus Rift might look like… or so I imagine.