Land impact calculation for Animesh has a bug that will be fixed with server rolls coming as soon as next week. This means if you have Animesh characters on your land, you could have potential land impact increases that cause an oveflow and force things to autoreturn. The specifics are discussed in the forum post below: Animesh Release Delayed.
The server-side code has been running for sometime and according to Lindens is stable. However, the viewer is a project viewer. A couple of issues remain. When those get fixed we’ll likely see the viewer move to RC status.
Once the viewer goes to RC then third-party viewers can release their version of the Animesh Viewer. This may be the feature holding back a release of the next Firestorm Viewer. But, I’m guessing.
You’ll likely find some third-party viewers already have Animesh support. Technically those are ‘experimental’ versions. Main versions are supposed to wait for the Linden RC release. But, what fun is that? Continue reading →
This week the Content Creation UG met. There isn’t a lot of new news. We are at the point the Lindens are grinding out fixes. Developers are wanting to start building animesh products. But, the state of animesh just isn’t there.
I’ve used Medhue’s video. The audio sucks. I had my volume maxed and it was still a problem for some voices. But, you can hear most of it. My summary and index follows.
0:00 – The next Animesh viewer will be a merge of the existing main viewer 184.108.40.2069906, which is the Alex Ivy 64-bit viewer. There may be a couple of Animesh fixes in the release. But, primarily the change is to 64-bit.
1:17 EEP – Rider was on vacation last week. So, he didn’t get much done. He is currently moving things from the viewer into the sim host. Meaning the server side of inventory is being built. Rather than manually importing Windlight presets from other viewers and collection into the program folders, we will have inventory items. All those presets will be Windlight settings things we keep in inventory. Continue reading →
This week the awaited project viewer for Animesh was released. See Second Life Project Animesh Viewer version 220.127.116.119458 here.
2017 Oct Animesh Test
This is the first build of the Animesh Project Viewer. Animesh is a new feature under development that allows non-avatar objects to play animations like avatars do today. Animesh is still under development, so the new features will only work in supported test regions on Aditi. See the wiki page for details on how to get started with animesh. You can report problems with animesh in our JIRA and discuss it with other interested residents at the Animesh Forum .
The only place Animesh works is in the Preview Grid (click for info). If you have never logged into ADITI, you will need to try and likely fail. Then contact support and tell them you tried to get into ADITI for the first time and cannot get in. They’ll fix you up. Then you’ll be able to log in.
Medhue has some Bento tutorials that should help with animesh.
Otherwise, it is too early for tutorials. There are problems with animesh. The basic mechanics are working. But, amimesh’s right and left click behavior, various alignment issues, attachment issues, and Pathfinding integration have some issues.
Thursday was a long day for me. Not where I could access SL. So, the Medhue video of the meeting is what I watched to see what is currently happening with Animesh. And it is Medhue’s video I’ll write an index for.
Keep your hand or mouse close to your volume control if you watch the video. Medhue streams this video live and YouTube archives it. So, there is no editing and the audio isn’t cleaned up. Both tasks are work and time consuming. Be happy that we have any video. And expect to do a lot of volume changes.
CC UG Index
01:00 – Vir Linden is talking about the project viewer for Animesh. It is almost ready. It has passed QA. The holdup is getting some test regions ready and providing documentation. There will some test content available for us to play with.
02:16 – Alexa Linden is working on getting all the support stuff finished up.
03:00 – 4 mod regions (in a square), 1 adult region (separate), all in ADITI. Continue reading →