#SL Lab’s Viewers Update Week 21

Standard Viewers

Today there is a new release if the Lab’s Development viewer: 3.3.3 (257716). This is a big jump from 3.3.3 (255954).

The Beta viewer version is: 3.3.2 (2557442).

The main viewer is: 3.3.1 (254524).

Mesh Deformer Testing

You can get the latest Mesh Deformer Project Viewer, version: 3.3.1 (255595). There are a number of mesh items to test in Hippo Hollow.

Pathfinding

You can get the latest Pathfinding Project Viewer, version: 3.3.2 (256513). There are Pathfinding test regions in ADITI and AGNI. The server code is cutting edge and updated sometimes several times per day in ADITI. The Main Grid AGNI regions can run several days behind.

#SL Crusade for Good Looks

Several things are coming together and I think we are at the beginning of user driven change to Avatar 2.0. I just updated my tutorial for getting started making mesh clothes: Second Life Mesh Clothes Blender 2.6 Setup 2012 Tutorial. So, we need to be considering what it is that makes our avatar look nice, which inspired this article.

Penny Patton's Proportioned Shapes

 

Crusade

Some time ago I saw an article by Penny Patton on adjusting camera position for a better Second Life®. See the SL Forum and her article: A Matter of Perspective. It makes an amazing difference in how one sees Second Life. That inspired my article: Second Life Camera Position Tips.

There are tradeoffs between how one sets the camera for walking and sitting. The Second Life default camera position is a compromise between good settings for walking and sitting. Neither is ideal. It would be great if the camera would just change location when we sit or stand.

All that camera position stuff is nice, but what we have to look at is more of a problem than how we look at it. Penny’s current two articles are about making a better looking Second Life. Check out the article: Beautiful Second Life. This article focuses on what is and what can be. It is an excellent comparison.

Read more

Second Life Mesh Clothes Blender 2.6 Setup 2012 Tutorial

Update: 1/2014 – See: Fitted Mesh Base Avatar Files for an update on available files for use in clothes making.

Update: 11/2013 – Fitted Mesh, previously the Alternate method or Liquid Mesh,  is now the approved method for making mesh clothes that conform to the avatar’s shape. See: .

UPDATE: 6-25-2012 – Things may drastically change. See: Alternative to the Deformer. 4/2013 – Several designers are using  the alternative methods now. Linden Lab is recommending avoiding use of those non-supported features. The Lab may make changes that break the feature some day.

UPDATE: Rewritten 5/24/2012 for the Bone Weights problem.

Maya users see: Rigging Mesh in Maya

11/27/2012 Avastar Users: Check out AVASTAR: Using Freeze Mesh for Edits and Seams.

My previous article on setting up Blender for making mesh clothes (Second Life Mesh Clothing Tutorial) was written in September 2011, eight months ago. I’ve updated it several times, but it is still out of date and awkward in some places. Blender is now at 2.63+ and has BMesh. Photoshop is up to CS6. The Mesh Deformer is close to being completed. We have a self correcting Bone Weight Copy add-on and more. So, lots of stuff has changed as of May 20, 2012. So, it’s time for a new version of the tutorial.

#1 The Default Avatar Shapes (Kinda funny)

A few days after I wrote this tutorial I found a problem with the file. The Paint and Weight Paint Brushes were messed up. How we create the files has to change. So, I’ve rewritten this tutorial again. This is the revised version. It replaces the previous one.

In this tutorial I’ll assume you are new to making mesh clothes. I’ll also assume you have some knowledge of Blender and Photoshop. I’ll be using only Blender 2.63a in this tutorial. I will also omit the import to Second Life as this Tutorial is already over 9,000 words. Plus, there are lots of tutorials on the Second Life mesh import.

Index

  • Page 1 – Blender Install, Base Mesh Selection
  • Page 2 – Details on Files and Base Avatar Meshes Available
  • Page 3 – Deconfuser, File to Use, Actual Mesh Differences, Easy File Fix
  • Page 4 –  Not So Easy Fix for Learning, Exporting Shapes from SL, What’s Needed
  • Page 5 – Getting Started, Customize Blender, GPU Kick-in, Load Mesh – Import OBJ, Setup Layers
  • Page 6 – Join Parts or Not, Remove Doubles, Parenting, Check Parenting, Start Weighting – Vertex Weight Painting
  • Page 7 – Weight Painting, Checking Weight Painting, Checking Weighting Source, Bone Weight Copying
  • Page 8 – Checking the Weighting, Exporting Collada for Second Life

Read more

#SL News Update Week 20

Some transcripts got posted and there are some bits of news.

Balancing

You may remember that the Lindens started balancing the regions by running adjacent regions in the same physical server, or at least physically nearby servers. They also made changes to the system so that popular regions would not load into the same server. The change improved performance and up time.

Beta Server

Since there was no new software roll to the main channel this week, they took the opportunity to do more balancing work. More busy regions were moved in to non-busy hosts. Oskar Linden says this makes a huge difference. They were going to get us some neat graphs and do a blog post, but that has never happened.

Read more

Myst-Uru News Wk20 2012

It has been some time since I wrote about Myst or Uru. These were the first virtual worlds in which I played. Myst Online: Uru Live was my first Massive Multiplayer Online Game (MMOG). When it closed in early 2008 I became one of the D’ni Refugees living in Second Life®.

Myst Inspired Devokan Tao

From time to time one hears of the Myst community in Second Life or OpenSim worlds and their affect on and contributions to these worlds. Hamlet at NWN wrote:  Myst & Uru Roleplay Regions Leave Second Life to Be Beautifully Reborn on OpenSim Grid. That is a bit of an overstatement. It is probably more accurate to say some regions closed and moved to other grids, but the people are still in SL. Now they are also playing in other grids too.

Read more