Hubs by Mozilla

Mozilla Hubs is a virtual collaboration platform that runs in a web browser on desktops, tablets and mobile devices. It can support wireless standalone VR headsets. Desktop VR setups like the Oculus Rift are supported via a WebVR compatible browser (e.g. Firefox). See list of supported devices.

Simple 3D spaces can be selected from an initial range, or created in a tool called Spoke. Other users can be invited to join in the room using a shared URL. The room can have 3D objects, media and video screen facilities, etc.

Avatars are very simple and can be selected from a set provided. Default names are assigned to users unless the user changes that (saved locally on each browser used).

Posted in Virtual World, VR | Tagged , , | Leave a comment

Lost Horizon – Music Festival in VR

Lost Horizon has been created by the team behind Glastonbury’s Shangri-La festival within a festival, and in conjunction with VRJAM and Sansar to be “the world’s largest independent music and arts festival in virtual reality. Lost Horizon is a REAL festival in a virtual world. A fully interactive and multi-stage event to explore… raising money for The Big Issue and Amnesty International”.

ShangriLa – Glasto – Day 1 – July 3, 2020

The Tech: I was using Oculus Rift via Sansar to attend the festival. Access worked quickly and without glitches. After arrival at the ShangriLa entry portal, there were teleport portals to the four stages (Gas Tower, Freedom, Nomad and SHITV) and the Art festival area. The performers looked like they were performing against a green screen so they could be placed into the stage area of each performance space, and appeared as 2D video streams on stage. The stage area was unreachable by users so the illusion was maintained.


On entry through the portals to each stage or experience the user was placed in a sharded version of the experience. Users will normally end up in an arbitrary shard. Each shard had a Sansar official helper who was there to answer questions in chat (nice feature), a different official in each shard as far as I could see. There were perhaps 40 to 60 avatars in each experience, though a lot of NPCs were scattered around to make it look much busier. Voice was active in each shard so people could chat (or shout) over the music. Emotes can be used for dancing animations. The entry area can be bookmarked as a “Favourite” location, and if selected prior to teleport, the “instances” available can be listed along with the number of avatars in each, prior to selecting a specific one to enter. The specific instance URL can be shared with friends to let them join you without ending up in a separate shard.

The experience was very well designed and performed better in comparison to the VRChat-based Jean-Michel Jarre VR concert on June 21st, 2020 [See Blog Post].

ShangriLa – Glasto – Day 2 – July 4, 2020

The festival continues to work really well. It may be worth noting that larger performing groups need to be careful they don’t step outside the field of viewer before their green screen. Make some marks on the flor for the area covered by the camera. Otherwise the outermost performers can get clipped by the edge of the frame breaking the immersive effect, which is otherwise good, so long as you don’t get close to the stage and loom from one extreme side at an angle. Then the performers can look a bit flat 🙂

It is also nice that the community is not so large that you are likely to bump into old friends from Sansar, Second Life or OpenSim, which enhances the community festival experience.

Posted in Media, VR | Tagged , | 1 Comment

Alone Together – Jean-Michel Jarre


Jean-Michel Jarre and his Avatar engaged in a Live VR performance using the VRChat platform to celebrate Fête de la Musique 2020, June 21st at 21h15 CET. The event took place in the “VRRoom” area of VRChat.

Some notes on the experience… I was using Oculus Rift on Windows 10 with a Xeon processor, 64GB of memory and Nvidia GTX1080 GPU. After the advertised time there was a 15 minute delay before the event started. I monitored a YouTube 2D feed to see when it actually started as that was unclear in VRChat itself. Even after the 9pm CET time at which users were asked to relog to get the performance space build, I had to relog four times to get into an instance where the performance was streaming. Other instances had a few avatars also looking for a live performance area. Jean-Michel’s “avatar” actually appeared as a 2D video projection onto a flat screen behind the synthesizer props in the shared spaces for attendees… with about 20 to 30 people in each shard. The instance crashed once and required a restart and reenter via the arrival lobby and entry stairs again. The sound was fine when in a proper live instance, though avatar to avatar chat was audible over the performance, and would need individual avatar muting to supress it. A way to supress all “attendee” avatar chat and still have the performance stream audible, perhaps on a separate easily clickable button, would make sense in such performances. There were interesting visual effects like swirls of the field of view, projections, warp effects, etc. These were all clearly displayed in the VR Headset.



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Firestorm VR Mod 6.3.9

Peter Kappler maintains the Firestorm VR Mod Viewer and his source code modifications to allow the Firestorm Viewer to work with VR headsets at https://gsgrid.de/firestorm-vr-mod/ – go there to download his latest version and for usage information, source, advice on trouble shooting, etc. For community support use the Discord Discussion Channel: P373R-WORKSHOP by p373r_kappler [ Invite ].

On that channel @humbletim has created an automated scripted build system with help from @thoys using GitHub Actions (GHA) which merges Peter Kappler’s VR code additions into stock Firestorm and can autobuild a release executable version. He has done that for Firestorm 6.3.9. See https://github.com/humbletim/firestorm-gha/. Look under the Releases tab and the installer is under the “Assets” chevron.

Note that if you want to import existing Firestorm accounts/settings you have to manually copy them over between AppData/Roaming/Firestorm_x64 and AppData/Roaming/FirestormVR_x64 folders. @humbetim says that he is still figuring out how to get the release number working, so it currently identifies itself as 6.3.9.1 which means you might get pop up warnings from the Firestorm home page about updating.

As usual, Ctrl+TAB initially sets up SteamVR (and HMD support as needed), TAB is used to toggle VR mode on or off, F5 lets you select and step through the various VR HMD or user specific settings for IPD, texture shift to register the left and right eye images, and focal distance to change depth perception, etc. F3/F4 are used to increment and decrement each setting selection.


If you see a lot of hover tips showing under the mouse it could be that the debug setting “ShowHoverTips” is set to TRUE (the default) which may show something constantly under the mouse even for inert unscripted objects. You can turn that off via Debug Settings or via Preferences – User Interface – 3D World – Show Hover Tips.


On the Discord channel @humbletim on 28-May-2020 wrote:

For anyone wanting to compile from source I was able to get a combined Firestorm stock + VR Mod built using Github Actions (much thanks to @thoys for helping figure it out!).

Still tweaking the build script but latest windows version is here:
https://github.com/humbletim/firestorm-gha/blob/gha/Firestorm_master_VR/.github/workflows/CompileWindows.yml

And here are the minimum source changes that seem necessary on top of stock Firestorm_6.3.9_Release to merge in the 6.3.3 VR Mod source, fetch OpenVR as a submodule dependency, and then automatically bundle as part of the generated installer.
https://github.com/humbletim/firestorm-gha/compare/Firestorm_6.3.9…humbletim:Firestorm_6.3.9_VR


For more details and advice on running Firestorm VR Mod see http://blog.inf.ed.ac.uk/atate/2019/11/28/firestorm-vr-mod-6-3-3/.

Posted in OpenSim, Second Life, VR | Tagged , , | 1 Comment

Roth2 v2

Roth2 v2 Revision 2020-05-24
Based on Blender Mesh from https://github.com/RuthAndRoth/Roth2 (was DRAFT8_4)
Use a viewer which supports Bakes on Mesh, e.g. Firestorm.

Roth2 is a low-poly mesh body specifically designed for OpenSimulator and which can also be used in Second Life™. It is built to use standard Second Life UV maps using a scratch-built open source mesh by Shin Ingen, Ada Radius and other contributors from the RuthAndRoth Community. Roth2 v2 is the second version of the mesh avatar updated to be built and rigged using Blender 2.8 and with improved documentation of the workflow to make it reliably repeatable and credits to all the asset creators involved.

AVAILABILITY

BAKES ON MESH

Roth2 v2 is provided as a single mesh that is designed to work well with Bakes on Mesh. It has a simple alpha capability without needing separate mesh parts and alpha masks can be worn to give more control over hidden areas. rather than use Bakes on Mesh, skin textures may be applied, but you should then add a full body alpha mask to hide the underlying system avatar.

The “Roth2 v2 Mesh Avatar” box contents are designed so that they form a complete initial avatar using Bakes on Mesh. You can switch to your own shape, skin, eyes and hair and/or use the HUD to change your appearance. Some example skins, hair, clothing and a range of alpha masks are provided in the “Roth2 v2 Extras” box.

HUD

Roth2 v2 uses a single combination HUD,created by Serie Sumei, for alpha masking, skin and eye texture applicatiinand other features. The skins and eyes that are available are set via a notecard (!CONFIG) in the Contents of the HUD which can be edited to incorporate your own skins (10 slots are available) and/or eye textures (5 slots are available).

The Skin Alpha Mode can be changed between Alpha Masking with cutoff=128 (the initial setting) and Alpha Blending. Depending on the Alpha Mode that is used on hair, clothing or other attachments that use partial alpha it may be useful to be able to change the setting used on the mesh body to avoid some parts not displaying correctly.

BOX CONTENTS

Roth2 v2 – Mesh Avatar – This is the normal distribution box and is designed so that once unpacked its contents can be “worn”. It does not contain basic “classic” avatar shape, skin, eyes or hair so that the users own existing underlying avatar setup is used. The extras box contains examples of the basic avatar items to select from if needed.

  • !README, !LICENSE and
    !CHANGES
  • Roth2 v2 Full (Body+Feet+Hands+Head)
  • Roth2 v2 Eyes
  • Roth2 v2 HUD
  • Initial skin, shape, basic eyes and basic hair
  • Dark gray underwear

A special version of the Roth2 v2 Mesh Avatar for OpenSim 0.8.2.1 is being prepared to address script elements which are incompatible with this earlier OpenSim version (from December 2015) which is still in use on grids such as 3rd Rock Grid and Littlefield Grid.

Roth2 v2 – Extras – This is a box of useful extra elements and options.

  • !README-EXTRAS and !LICENSE
  • Roth2 v2 Body (only)
  • Roth2 v2 Feet
  • Roth2 v2 Hands
  • Roth2 v2 Head
  • Roth2 v2 Headless (Body+Feet+Hands)
  • Roth2 v2 Head+Vneck (section of body)
  • Roth2 v2 Elf Ears
  • Dark grey underwear briefs and jacket length top
  • Alpha masks
  • Sample hair
  • HUD debug script

Roth2 v2 – Resources – This box is not normally needed. It contains textures and other resources with original UUIDs as used within the other assets.. This can be useful of moving the assets across grid, or to repair elements.

  • !README-RESOURCES and !LICENSE
  • All skin and eye textures used in default HUD
  • Box Art
  • HUD Textures
  • Clothing – Underwear

Roth2 v2 – Mesh Uploads – This box is not normally needed. It contains mesh for all Roth2 v2 elements as originally uploaded and before attaching a root prim or any texturing.

  • !README-MESH-UPLOADS and !LICENSE
  • Collada (.dae) Mesh for all Roth2 v2 elements as originally uploaded and before part renaming, attaching a root prim or any texturing.

KNOWN ISSUES AND TROUBLESHOOTING

  • There may be a small gap or seem at the neck joint between the mesh body and the classic avatar or addon mesh heads.
  • Not all the appearance sliders will work on the mesh body and parts.
  • Roth2 v2 with attached Bento head will work with most shapes. The headless body, to use with system head or other mesh head, will work well with the sliders except body fat, and extremes to neck length and thickness, because of the neck seam. There are a few head sliders that don’t work: Head Shape, Ear Angle, Jowls, Chin Cleft. Things on the list for another release sometime down the road: figure out the neck issue, improve pointy ears.
  • Foot skin problems? For best result, paint over the system toenails and remove as much detail as you can from your foot skin that is probably designed for the system avatar’s duck feet.
  • HUD issues? The Extras box contains a HUD debug script. Add this to the HUD contents to allow for a long mouse press to bring up menu with diagnostic and further options.

RUTHANDROTH COMMUNITY

Please contribute via the GitHub Repository and send your feedback by posting to the Discord Channel.

CREDITS

LICENSE

See https://github.com/RuthAndRoth/Roth2 Documentation/Packaging/LICENSE.txt

The main Roth2 v2 mesh components have an AGPL license and other components have Creative Commons or other open source licenses. Basically, you can use and distribute the materials as you wish, but any modifications to the AGPL meshes that are distributed or made available in a service must be made publicly available at no cost and released under the same terms granted in the LICENSE.

CONTRIBUTORS

Various Authors and contributors to the Git Repository in alphabetical order are:

  • Ada Radius
  • Ai Austin
  • Chimera Firecaster
  • Elenia Boucher
  • Fred Beckhusen
  • Fritigern Gothly
  • Joe Builder
  • Lelani Carver
  • Leona Morro
  • Mike Dickson
  • Noxluna Nightfire
  • Sean Heavy
  • Serie Sumei
  • Shin Ingen
  • Sundance Haiku
  • Other contributions and testing by members of the OpenSimulator and RuthAndRoth Communities.

The ‘R2’ logo may be used to indicate projects or products that are either based on or compatible with the RuthAndRoth project mesh bodies.

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Fortnite – Party Royale – Social Space

Fortnite normally involves player-versus-player combat modes. But a new “Party Royale” mode provides a social space that is being used for hangouts, parties, concerts and lightweight games.


Update 8-May-2020: Party Royale

Dillon Francis, Steve Aoki, and deadmau5 are coming to Party Royale with back-to-back-to-back sets LIVE on the big screen at the Main Stage. Hit the dance floor, chill with friends, or jump into activities in Party Royale (8-May-2020). To join the party, select the “Party Royale” playlist in Battle Royale.

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Vive Sync – VR Meeting Spaces

Launched today (30-Apr-2020) is HTC Vive Sync (https://sync.vive.com/) – which the web site states is an “all-in-one meeting and collaboration solution for VR. With VIVE Sync, it’s easy to customize your avatar, create a private meeting room, and begin working face-to-face with colleagues around the world. And with our suite of 3D interactive meeting tools, you can review 3D interactive content in ways that have never been possible”.

Vive Sync Avatar Creator




VR Headset Support

Currently, Sync only supports the Vive ecosystem of headsets – the HTC Vive, Vive Pro, Vive Focus and Vive Cosmos. HTC says it plans for future upgrades to the tool to include support for Oculus Rift, Oculus Quest, Valve Index and Windows Mixedf-Reality headsets.

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Edinburgh Model for Online Teaching Course (EdMOLT)


Welcome to my blog for the Edinburgh Model for Online Teaching Course – which I will abbreviate to EdMOLT). I am a Professor in the School of Informatics and have an interest in teamwork and remote collaboration. I have been involved in distance education for a while and have run a Massive Open Online Course (MOOC).

Course Resources and Links (publicly accessible at present)

Blog Information

For help and advice on getting started with a WordPress blog, see the Academic Blogging help pages.

Blog Visibility (Set to Open Access)

You can open your blog up to as many or as few people as you like in Dashboard > Settings > Reading > Site Visibility:

  • You can open your blog up to specific University members by adding them as users to your blog.
  • You can open your blog up to all University members who have an EASE login.
  • You can make you blog open to the world.

Blog Images

The featured image on this post comes from the University Collections. If you want to use more images in your blog posts, or perhaps use your own choice of image in your blog header, you can:

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Outworldz – DreamGrid – Hobbiton

Fred Beckhusen of Outworldz and his team have done wonders again with another fine OpenSimulator-based region, released as an OpenSim Archive (OAR) licensed only for use on the DreamGrid distribution. Fred’s post on the MeWe – Outworldz Projects group on 28-Mar-2020 gives more details and the download link (not posted here so people should go to the MeWe post to understand the restrictions on usage).

The Hobbiton region and OAR is based on “The Hobbiton Collection” originally created by David Denny. This is an exclusive sim just for DreamGridders to use. David sells sims, so anyone wants this to run on their own grid can contact him. The description below is adapted from the region’s notecard and includes credits for elements used.

Fred Beckhusen, Debbie Edwards, Joe Builder, and David Monday worked to make the sim work smoothly, be totally free and also very beautiful. David Denny did a wonderful job on the layout and the plantings, which the team tweaked only a little bit. Fred redid a lot of the physics for smooth riding of horses and carts.

This is a 3×3 region (768m x 768m) with lots of places to go. There are Hobbits, Elves, Orcs, Trolls, Ents, Caves, Dragons and some surprises done in Animesh and NPC format. David Monday re-built the original Satyr Farm to where it mostly runs itself. The team tested most of the plants and there is even a candle making shoppe that is custom built. Fred replaced the Green Dragon Inn and the windmill with custom mesh buildings. The Green Dragon Inn is based on the current restaurant at the original set, and having been there in real life (in New Zealand near Matamata, see image below) I can say its a fine replica (it was extended for the Hobbit filming).


Walk the trails, look for the signs that say Photo Spot, and post some pics on MeWe or Twitter. Try not to get run over by the Ent, or eaten by the wolves, and watch out for Gandalf’s pony cart. There are teleporters for those who want to cheat and not explore on foot. Hint: Take the boat to the cave going North on the second waterway to the west.



Once an hour or so, Smaug will swoop down and toast your cows, which is worth waiting and watching for! If you don’t see him, TP to him via one of the teleporters and click his box to boot him up. Fred left a lot of NPC boxes visibly out as this is a Beta to test how it works. Provide feedback on MeWe Outworldz projects Group.

Hobbit of Hobbiton

The Hobbiton area contains a number of distribution boxes for avatars, one of which is a Hobbit… the Sting sword is from my own resources…




Adjusting the Sea Level

The Hobbiton OAR originally had a non-standard sea level of 24m. It can be adjusted to the usual OpenSim default level of 20m by loading the OAR with a Z displacement of -4m.

load oar --displacement "<0,0,-4>" Hobbiton.oar

This will leave the area flooded, as the region sea level is not automatically adjusted.

But after setting that in World -> Region Details -> Terrain -> Water Height the floods recede…

A couple of “vehicles” need to have their position changed by -4m and then the scripts reset (two Viking boats) and the “route” notecard in the Gandalf Pony and Cart. There had been some warnings of missing texture on region startup which were easily tracked down and corrected too. Fred Beckhusen also advised that the Teleporter script was not checking for more than 12 locations and thus showing script errors. The “Teleporter Prim” script in each teleporter pad was amended to ignore any entries beyond 12 buttons.

Credits
Project Leader: Fred Beckhusen, Outworldz, LLC.

The Hobbiton Collection is Copyright 2019 by Outworldz, LLC. and is licensed for free use only in the DreamGrid software. If you wish to use it outside the Outworldz system, please contact David S. Denny, daviddenny@live.co.uk, who created the original collection about purchasing it. Many Thanks to Clarice Alelaria, David Monday, and Joe Builder for their contributions.

The farm scripts are licensed by Satyr Farm under the Creative Commons Attribution-NonCommercial (CC-BY-NC) 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. You are free to modify / create your own items for non-commercial reasons.

To the team’s knowledge all the objects and meshes are Freebies and they thank the makers for their work.

Mordor Troll CC-BY by Ole Gunnar Isager
https://sketchfab.com/3d-models/mordor-troll-olog-hai-lord-of-the-rings-7b6000538d9843a69d9b98fb32e4d62b

Elven Guard Statue: by stu92:
https://sketchfab.com/3d-models/elven-guard-statue-2b38e108667348ad935b6a6843719763

Grebo Orc: CC-BY by Freddy Drabble
https://sketchfab.com/3d-models/greebo-75714494cf7e4ea9b1a5bca9c77f02ce#download

Ent: CC-BY by 3DMaesen
https://sketchfab.com/3d-models/treeman-e3a094316a8c4820a94d271afffe497c

Amon Hen is CC-by by berti_120
https://sketchfab.com/3d-models/amon-hen-from-lotr-fc10963ab156407e9f7d416fe6b12cd3

Rusted metal texture pack: GPL 2.0, GPL 3.0, CC-BY 3.0 by p0ss
https://opengameart.org/content/rusted-metal-texture-pack

Teleporter: CC-BY 3.0 by Clint Bellanger
https://opengameart.org/content/teleporter-circle

Wizard: CC-BY 3.0 by Anthony Myers
https://opengameart.org/content/wizard-4

Wood Panels: CC-BY 3.0
https://opengameart.org/content/more-wood-panels-batch-of-16-seamless-textures-with-normalmaps

More Wood Panels – Batch of 16 Seamless Textures with normalmaps by Keith333

Windows: CC-BY 3.0 by Keith333
Repeating Mini Windows – Largish – Seamless texture with normalmap
https://opengameart.org/content/repeating-mini-windows-largish-seamless-texture-with-normalmap

Ropes: Creative Commons Attribution 2.0 Generic by Rocsilas Moscas
https://commons.wikimedia.org/wiki/File:Closeup_ropes.jpg

Dwarf: CC-BY-SA 3.0 by Beast
https://opengameart.org/content/dwarf-fixed

Forest Monster: CC0
https://opengameart.org/content/forest-monster

Troll: CC-BY 3.0 by piacenti
https://opengameart.org/content/troll-mauler

Damaged Dock: by Ufuk Orbey (shadedancer619)
Made in: Cinema 4 D R16

Boar: Repainted and Animated by Ferd Frederix
https://rigmodels.com/model.php?view=Boar-3d-model__PNFHZLGW7CN60DV7KZ506C50E&searchkeyword=boar

Issues

By way of feedback, I spotted the following things…

  1. Satyr farm and the plants and things… just left to themselves a lot died. Is there a simple way to reset things to a “healthy” state?
  2. NPCs: a number of the NPCs (or maybe they are Animeshes) appeared to have parts not properly attached where they should be like heads or legs out of position.
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NoLimits2 – Space Mountain Paris

Space Mountain – De la Terre à la Lune (From the Earth to the Moon)
https://steamcommunity.com/sharedfiles/filedetails/?id=1269373814
A wonderful NoLimits2/Steam Workshop build by Giftaddict (overall) and HelloHurricane/Pieter Hutapea (scripting).


“Space Mountain, inaugurated at Disneyland Paris on June 1, 1995, is a ride based on Jules Verne’s novel ‘From the Earth to the Moon’. Passengers board a moontrain and are loaded into the Columbiad Canon which propels them into space. After avoiding meteorite showers and going through a giant asteroid, they reach the Moon, inspired by a movie by Georges Méliès. They are attracted briefly by it before plunging back into a series of tight turns. Slowed down by a contraption called “Electro de Velocitor”, they smoothly regain Earth.”

More details: http://www.space-mountain.fr/files/SM_dltall_NL2_presentation.pdf

Credits from NoLimits2 Steam Workshop Web Page:

  • Original creator, general modelling, trains, texturing, partial scipting: Benjamin Floch – Giftaddict
  • Ride script, trains special effects, panels script: Pieter Hutapea
  • Documents, plans, audios: Stephane Krawczyk – Androland ( Space-Mountain.fr )
  • Testers, bug feedback: Orel Leroy, Hadrien Thareau
  • Texturing, early collaboration: Adrien Magras
  • Lightset Pack: Bestdani
  • CCC2 – Custom Car Creator: TheCodeMaster
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Outworldz – Alexandria 30BC

Another fine virtual world build from Fred Beckhusen/Ferd Frederix and his team (Debbie Edwards aka Nyira Machabelli, Joe Builder and Avia Bonne) to recreate Ancient Egypt, specifically Alexandria in 30BC. It is located on the OpenSimulator-based Outworldz grid’s Alexandria region (a 4×4 region, so just over 1km square).

hop://www.outworldz.com:9000/Alexandria/128/128/22

Hypergrid Safari Bog Post – Visit on May 11, 2018




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Second Life – Voice Echo Canyon

A common issue in teleconferencing is testing your headset and microphone to make sure its working, and not giving feedback to others (something often only YOU cannot hear). As more people engage in teleconferencing and virtual world systems voice testing is important to be ready for virtual world meetings. The Second Life virtual world platform provides a nice test area to set yourself up and check you headset is working without having a partner to assist… go to

https://maps.secondlife.com/secondlife/Voice%20Echo%20Canyon

A white dot appears over you avatar when voice is enabled. The microphone icon, usually in the bottom button bar unless you have moved it, can be pressed to speak. In small group or 1-1 voice situations you may lock that on with the little square checkbox in the top left of the mic button, but its best to leave you mic muted when not speaking.

Notice the bars that appear over your avatar’s head as you speak… if they are green and show three or four bars each side your levels are probably good. 5 bars is nearing maximum volume. If red bars show you are over attenuating and your voice is likely to be distorted when heard by others.

You can watch this YouTube – Video Guide to Voice Echo Canyon.

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Supercar in Second Life – Anaglyph 3D

Kirstens Viewer for Second Life can render the view in Anaglyph 3D for Red/Cyan 3D Glasses… for more details and download links see this blog post. So its a good excuse to take the 3D model of Supercar for another spin.

Click on any of the images below to see the full resolution version, make it full screen and view with Red/Cyan 3D glasses…






Mike Mercury at the Controls




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Virtual Conferences – A Guide to Best Practices

https://www.acm.org/virtual-conferences

A community resource from the ACM Presidential Task Force on What Conferences Can Do to Replace Face-to-Face Meetings – Version 1.1(rc) of April 11, 2020

[Current version] [Local Copy]

Discussion Forum (free account registration required): https://virtualconf.acm.org/

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Kirstens Viewer Update with Anaglyph 3D

Back in 2011, Kirstens Viewer for Second Life added an Anaglyph 3D view capability which could be seen with red/cyan 3D glasses. See this blog post. It was updated to the latest Second Life features in 2017. See this further blog post.

Kirstens Viewer has now been updated (10-April-2020 r1290) by Kirstenlee Cinquetti to use the very latest Linden Lab viewer code and includes experimental or development features such as Legacy Profiles. A fix for some issues (see below) was released on 12-April-2020 (r1300). Kirstens Viewer S23 6.23.1328 with 64-bit with other enhancements was released on 20-April-2020. Check on the latest developments as other updates have since been made, such as adding EEP support.

You can download the latest version of the viewer (32-bit Windows .exe only) using the “Download Now” link on Kirstenlee’s blog page… in the left hand column scroll to the bottom…

Click on any of the images below to see the full resolution version, make it full screen and view with Red/Cyan 3D glasses…

Toggle the 3D anaglyph view on or off via Preferences – Graphics – Toggle Anaglyph Render or via Preferences – S22 Features…

Issues (Both fixed in r1300)

3D anaglyph mode needs to be off before login. If it is left on and you stop and restart the viewer it does not enter Second Life. You can start the viewer and toggle 3D anaglyph off in Preferences – S22 Features before logging in. A fix at Commit r1294 addresses this by always forcing stereo mode off before logging in. It looks like this if it sticks…

Also, when the Graphics settings for water reflection are turned on for anything other than “Minimal” artifacts appear in a small rectangle on the lower left corner of the screen…

Images using r1300


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Kitely Organizations

Kitely Organizations are a way to create a virtual grid inside the OpenSimulator-based Kitely grid. It allows groups to create and manage their own users, with control over which regions they can visit and what they can do in-world. A Kitely Organization provides administrative capabilities that enable the management of groups of users and worlds under the organization’s control. Kitely’s Organizations are designed for companies, educators, roleplaying groups, etc.

See https://www.kitely.com/virtual-world-news/2019/01/11/introducing-organizations-virtual-grids/ for more details.

Organizations can have two types of users:

  1. Managed Users – users that are created by the Organization. The Organization Admins have full control over these users. Managed Users can’t login to the main Kitely website.
  2. Independent Users – regular Kitely users who have agreed to join the Organization. The Admins only control what Independent Users do when they’re visiting the Organization’s worlds. However, the Admins can’t control what Independent Users do outside the Organization.

When Managed users are invited to join in, they are given this link…
https://kitely.atlassian.net/wiki/spaces/doc/pages/600965183/Setup+Kitely

This allows the Firestorm viewer to be installed, if it is not already present, an initial avatar to be selected, and the Organization’s grid details and avatar username to be added to make entry easier for new users.

The grid LoginURI is of the form grid.organizationname.kitely.net:8002

RGU Neosome Kitely Organization


Kitely Virtual Worlds on Demand™

Kitely uses a mechanism of loading virtual world’s “on demand” so they use less server resources when not in use… if the world or region is not online when the first user arrives, their avatar appears at a Kitely Transfer Station” for a minute or so until the region is loaded, at which time the avatar is automatically teleported into that world.

RGU Neosome Oil Rig Immersive Training Environment

2014-11-28-OpenSim-Oil-Rig


In VR

Using Firestorm VR Mod and Oculus Rift…

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AIAI Virtual World Social Space

Quickstart:

  1. Get an OpenSim avatar at http://osgrid.org if you don’t already have one.
  2. Download and install the Firestorm Viewer.
  3. Login and look round, you usually arrive at an OSGrid Plaza. Follow the arrows on the floor to get an orientation and pick up starter avatars.
  4. Open the Map (Ctrl+M), find the “OpenVCE” region and teleport there.

A virtual world social space for AIAI use is available on the OpenSimulator-based OSGrid platform. This is to help AIAI members to maintain contacts and have meeting spaces to share ideas andve at sn OSGrid Plaza wh resources while the University of Edinburgh physical premises are unavailable. AIAI members without an existing OpenSim grid avatar should obtain a free one on OSGrid (the OpenSim community grid) via http://osgrid.org.

The OSGrid OpenVCE region is open to look around since it is accessible from any Hypergrid enabled OpenSimulator grid using a map tool search for this “http://hg.osgrid.org:80 OpenVCE” or this “hop” in viewers which support that (e.g. Firestorm):

hop://hg.osgrid.org:80/OpenVCE/128/128/20

The facility uses the OpenVCE OAR, a ready to load open source virtual collaboration environment with a range of formal and informal meeting spaces, instrumented meeting rooms, exposition facilities, etc.

An AIAI group has also been established on OSGrid and can, if necessary, be used to restrict availability of some of the facilities or be used for group voice chat.

hop://login.osgrid.org/app/group/7eba157d-9f23-44be-8c3e-845c4d46a781/about

Get started with OpenSim (using OSGrid)

The original work to create the OpenVCE region was done on the US Army ARL HRED funded Virtual Collaboration Environment project by AIAI using Clever Zebra as a contractor/3D modelling group.


2016-05-19-MOSES-Content-OpenVCE-OAR

Reference

Tate, A., Hansberger, J.T., Potter, S. and Wickler, G. (2014) Virtual Collaboration Spaces: Bringing Presence to Distributed Collaboration, Journal of Virtual Worlds Research, Assembled Issue 2014, Volume 7, Number 2, May 2014 [PDF Format].

AIAI Discord Channel

AIAI Discord Invite Link: https://discord.gg/nHEAjS6

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Virtual World Best Practice in Education 2020

The Virtual World Best Practice in Education 2020 conference took place in Second Life on 26th and 27th March 2020.











Using Firestorm VR Mod – Virtual Reality

Using Firestorm VR Mod on the VWBPE 2020 regions… works fine when frame rate can be kept reasonable… adjust visual quality and view range to get a good frame rate then switch to VR mode… See http://blog.inf.ed.ac.uk/atate/2019/11/28/firestorm-vr-mod-6-3-3/




Non-profit Commons Panel at VWBPE 2020

Ballet at VWBPE 2020


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Supercar in OpenSim

A recent check on the 3D models of Gerry Anderson’s Supercar and Black Rock Laboratory in OpenSim, on Black Rock region on OSGrid



The models used in OpenSim are based on the original Cinema 4D models created in the late 1990s by Mick Imrie (mostly) and Austin Tate, and subsequently ported to Studio 3D Max by Mateen Greenway. See the Supercar 3D Models Page and these Construction Notes by Mick Imrie for more details.

Technical Limits on mesh that can be uploaded to Second Life/OpenSimulator:
http://wiki.secondlife.com/wiki/Mesh/Technical_Overview
http://wiki.secondlife.com/wiki/Mesh/Exporting_a_mesh_from_Blender

Over 20 years ago Austin Tate worked with Shane Pickering in New Zealand to try to cerate the interior technical details for Supercar, consistent with the TV shows and annuals, etc. Shane had aerospace engineering knowledge and was a pilot…
http://www.aiai.ed.ac.uk/~bat/GA/supercar-cutaway.html

The detailed internals are described in this PDF…
http://www.aiai.ed.ac.uk/~bat/GA/CUTAWAYS/SC/sc-cw-21nov99.pdf

Austin Tate’s efforts to explain the Supercar “control plans” is here…
http://www.aiai.ed.ac.uk/~bat/GA/supercar-control-plans.html

We also worked on a detailed dash texture using Mick Imrie’s Supercar model as a start and adding more controls as found in TV series and annuals…
http://www.aiai.ed.ac.uk/~bat/GA/SC-MODEL/IMRIE/BP/bat-dash-bp4.jpg
http://www.aiai.ed.ac.uk/~bat/GA/SC-MODEL/IMRIE/BP/bat-dash-bp3.jpg

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Supercar in Second Life

After a few minor adjustments to the nose cone and vanes area, Supercar was out for another spin in Second Life on the Bellisseria Continent. Making use of the boat/vehicle rez zone near the lighthouse at Norse Auk and flying down the East Coast to my Ai Pad houseboat on the Damiano region.






And a shot with the 360 degree Snapshot viewer…

Supercar in OpenSim

I also put in place a small change to the control room in Black Rock Lab on the Black Rock region of both OSGrid and AiLand grid to better match still snapshots from the TV series…

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Dimension X – Supercar Display

Supercar puppet scale model made by Andrew Grimshaw of Wigan and displayed in the Dimension X Sci-Fi and Fantasy collectables shop in Hoylake in the Wirral near Liverpool, UK (at Unit 9A, The Quadrant, Hoylake, CH47 2EE) around October 2016 to February 2017 (shop opened in April 2016, now closed). The Model was listed on Twitter as “For Sale” in April 2017, current whereabouts unknown (unless you know otherwise?). Andrew worked as a model maker for the Thunderbirds 1965 Kickstarter funded project to create three new episodes of Thunderbirds based on audio stories. He also created a Thunderbirds FAB1 model for a TV advert for the Halifax.




Andrew Grimshaw of Wigan created the Model on behalf of Bruce Skelly (pictured to the right) who owned Dimension X. Some details of the construction of the model are in a blog post from West Kirby Today… By Emma Gunby on 27th September 2016:

Bruce Skelly, who runs the modelling emporium DimensionX, has discovered the long-forgotten plans for the original Supercar and is painstakingly recreating the vehicle, which will go on display at his shop in October.

He added: “No one knows where the original Supercar is, I think it must have been lost.

“One of my contacts found the original plans for the model from the series and so I am rebuilding it in all its glory to go on display in the shop.”

The Supercar model, which is estimated to be worth around £1900, is set to go on display at Dimension X in October alongside an original Fab 1 – the famous pink Rolls Royce driven by Lady Penelope in Thunderbirds.

Bruce, 64, a former publican, opened the shop after he retired to continue a passion, which began in his childhood.

Information and images thanks to @JIMBO_SOLAR. @JamesSkellyBandM tweeted about the store opening in April 2016, about the Supercar model being at the store in February 2017, and about the model being for sale in April 2017. More images from JIMBO_SOLAR/Chris Rogerson On Flickr taken before the clear canopy glass and surround was added.



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SpeedLight – Resources

SpeedLight is a Web-based Viewer for Second Life providing core features to stay in touch when not able to access a full viewer. SpeedLight does not require any downloads. It can be used both in desktop and mobile browsers, allowing switching between devices without logging out. SpeedLight supports multiple avatars (with a possibility to switch between them). It is tested to work in Windows, Linux, Apple Mac, Apple iOS and Google Android.

Third Party Viewer Directory – SpeedLight

3D View

Update: March 2020… Speedlight now includes a simple 3D view. With the free version you can look round with the camera and zoom in and out, but cannot move the avatar. the paid “Gold” mode allows the avatar to be moved.

Update: April 2020… Inara Pey blog post on recent upgrades and improved 3D view.

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Edinburgh AI Planners on GitHub

Git-Logo-2ColorA GitHub copy has been created of resources for the AI planners developed by Prof. Austin Tate and his Planning and Activity research group at the University of Edinburgh in the Artificial Intelligence and its Applications Institute (AIAI) – previously the Artificial Intelligence Applications Institute (1984-2019).

https://github.com/aiaustin/planners
http://www.aiai.ed.ac.uk/project/plan/

  • Traverser: (1971-72)
  • Interplan: (1972-74)
  • Nonlin: (1974-82)
  • O-Plan: (1983-99)
  • I-X: (2000-2010)

The planners have been released under the flexible open source Lesser GPL (library) licence to encourage widespread use. Up to now they have been available from University of Edinburgh servers. The core assets have now been made available on GitHub.


GitHub Arctic Code Vault

The GitHub Arctic Code Vault is a data repository preserved in the Arctic World Archive (AWA), a very-long-term archival facility 250 meters deep in the permafrost of an Arctic mountain. The archive is located in a decommissioned coal mine in the Svalbard archipelago, closer to the North Pole than the Arctic Circle. GitHub will capture a snapshot of every active public repository on 02/02/2020 and preserve that data in the Arctic Code Vault.

The 02/02/2020 snapshot archived in the GitHub Arctic Code Vault will sweep up every active public GitHub repository, in addition to significant dormant repos as determined by stars, dependencies, and an advisory panel. The snapshot will consist of the HEAD of the default branch of each repository, minus any binaries larger than 100KB in size. Each repository will be packaged as a single TAR file. For greater data density and integrity, most of the data will be stored QR-encoded. A human-readable index and guide will itemize the location of each repository and explain how to recover the data.

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Git for Ruth2 and Roth2 Development

Git-Logo-2Color
Git is a source code version control supporting contributions from a number of developers. Git tutorial and reference material is available via including a complete online “Pro Git” book.

This post is a record of some helpful advice given by Fred Beckhusen for RuthAndRoth Git “Organization” Members developing the Ruth 2.0 and Roth 2.0 open source avatar meshes.


I’ll try to explain a bit more about git and how to use it with Ruth and Roth.

First, read the very basics at https://rogerdudler.github.io/git-guide/

In our case, Github.com is a publicly available web site running git, along with a lot of custom web-facing stuff. We use it as a master “repo” or repository for all our public changes. You also run git, which mean you have all the same data as in the github. Anyone with a “git clone” has Everything We Have Ever Done. Unlike other source code control systems, all the data in git is distributed to every machine. Git is simple to use, but DEEP, as it was designed by Linus Torvalds, the genius behind Linux.

I am going to use the command line syntax here, as it is universal in terminology. Almost all these commands and workflow is found in the various Gui’s.

Ways to work in git:

git init‘ makes a hidden .git folder in any blank folder, which makes that folder into a ‘git’. You can also do a ‘git clone’ to get a premade git put into that folder, like in Ruth and Roth. All gits have a .git folder, which is typically hidden. You now add stuff to your original folder, delete stuff, rename stuff, (Eg. work on it), and then git add ( git -a) those changes to a temporary work area, and git commit (git -m) the work area to you LOCAL .git. This change is tracked in the .git by a hash. A Hash is a long series of alpha-numeric data that is like a check sum of all the digits, or a CRC, that uniquely identifies all those changes.

You can see any changes in Git with ‘gitk’. gitk can also drill down to the changes in any file.

In the git command line, you can see what is happening with ‘git status’. GUI tools do this for you when you refresh the GUI.

Your Ruth copy started with ‘git clone‘, which brings in the entire .git from Github to your local harddrive. There is the data, and also there is the ‘metadata’ in a hidden folder named .git, which is not human readable without tools. There are many git tools – the command line, git desktop, the git gui, gitk, which shows the history of a git, and so on.

I use the git found by right-clicking any empty area in the ruth repo and selecting Git Gui Here

I pretty much only use git on the command line to do a *git pull*.

A ‘git fetch‘ goes to github and fetches the latest changes to your local .git folder. It does not check out those changes to your working area. Useful if you want to see what’s going on without changing anything in your working folder.

A ‘git pull‘ will fetch the changes to the .git, and also check them out into your working folder.

Good habits: If using the command line, do a ‘git status‘ often. I leave my git gui open at all times, and click refresh often, which is the same thing.

Make commits often. As in Very Often. If you save a Blender file, that is a good time to also commit it so you can get back to that specific blender file if need be. Its a good idea to keep several copies of a blender file as it is easy to go back a step. But this is entirely optional in git workflow. You never need more than one copy of a file. Git does not enforce any rules about what you do to your data. If you want to make a Ruth Rev 1,2,3,4,5 and so on, git does not care. It will track them all. If you make a blend, and commit Rev 1, commit Rev 2, commit rev 3, then git will track every one of those too. Even better, it can track any commits you made while making Rev 3, so long as you saved the blender file, and made commit for it.

My advice is make each commit about one thing. As one example, in Dreamgrid, I have one text file that has a list of all changes. I edit the the document and commit it every time I change something major. I also use ‘gitk’ to see what all I have done everywhere, and update the document for any missing things, typos, and such. This final draft gets committed too, and this text file gets published in the code, as well as on social media. I used to try to maintain a web site to match copies of my code. But they were never in sync. Help is always behind the latest code, the code someone is running is always older than what I am working on, and the web site then rarely matches what they are getting. So I now publish the help in my git, and update it constantly, so any rev closely matches the documents. If I need to clean up some comments in my code, I will ONLY clean up comments, then commit that as “cleaned up comments’. Let’s assume I don’t like the names of two functions. I change those names and commit that one change. The nice thing about the git GUI if I forget to make a commit, I can stage just one or more files with the small change I want to commit, then repeat for another change. Granted, none of this applies to Ruth and Roth mesh bodies, but they do have many steps in their creation, so once you get used to git, you can simply name a file “Ruth.blend” and never have to use another file name for her. Any commit is available to you at any time.

The ‘git checkout‘ command will change the entire repository to whatever it was the moment that particular Hash was committed. It branches off my local copy of the data from the .git onto a new path that it will track, a path that I can just drop after examining the old code/blender, or continue on with, and eventually merge back in with the main trunk. This will probably be rare in Ruth and Roth, though.

Useful Commands:

git stash‘ – save all my changes away on a stack. Useful when I have ‘touched’ a file that I do not want to save back to the git, and that local change is preventing me from going a git pull. git stash will save it away. I can get back the change, if I want, or just ignore that stack after doing a git pull. git stash clear will empty the stash.

git reset –hard‘ – A command that throws away everything I have done and forces my working copy to be an exact match of the .git. I use this much less often now. Handy for those times you get frustrated with git not accepting changes, and when you do not understand how to untangle it. I just save my blender or code somewhere else. Then do a hard reset, and copy the file back, commit it, and then it will take a git push. Tread with caution here, as there be dragons!

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Ruth 2.0 LuvMyBod – Resources

Hyacinth Jewell, a content creator in OpenSimulator, has provided a revised higher definition version of the open source Ruth 2.0 avatar mesh. This post provides some resources and links for this.

hop://grid.hgluv.com:8302/Luv Plaza/78/138/28

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OpenSimulator Community Conference 2019 – OSCC19

The OpenSimulator Community Conference (OSCC19) ran again this year on December 14th to 15th, 2019 and was once again organised and run by Avacon.


OpenSimulator Core Dev Panel

OSCC19 Audience

What is Good About OpenSim 0.9.1

The conference grid is using the latest OpenSim 0.9.1.0. Introduced by Lyr Lobo, Kayaker Magic and Mike Lorrey spoke about some of the features of the new release.

Shopping, Community and Expo Regions

OSGrid Region Walkthrough

Try it in “Mouselook” or VR (with Firestorm VR Mod)…

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Second Life – Houseboat – Winter 2019

My Houseboat on the Bellisseria continent in Second Life now has its Winter decorations in place…


360° Snapshot Viewer 6.2.4.529111 (Updated July 16, 2019)

The 360 Snapshot Viewer 6.2.4.529111 saves the output as a standard equirectangular JPEG so it can be used use in sites like Flickr.

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Blender – Resources

This blog post is to provide resources and access links for Blender – a widely used open source 3D modelling and animation tool.

Blender Tips

T – shows or dismisses the left hand tools bar.
N – shows or dismisses the right hand tools bar.

Blender Addons

Addons provide many extra facilities…

  • Avastar – Second Life/OpenSim Avatar and Clothing Creation

Blender Community and Open Source Resources

The Blender Community engages in significant 3D modelling, animation and production projects, making all the resources available to act as a tutorial and basis for other work. These are called “Blender Open Movies“. E.g.,

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Singularity Viewer – Resources


Singularity Viewer is an open-source virtual world viewer for Second Life and OpenSim. It uses the “V1-Style” User Interface Viewer combined with the latest Second Life changes and features. The latest (Beta) versions support Bakes on Mesh.

As described on the Downloads page, here is how to get the latest build of the Singularity Viewer (use the Beta version):

  1. For Singularity Beta go here:
    https://build.alchemyviewer.org/browse/SV-BETA/latestSuccessful
  2. Find the installers at the bottom of the page and download/run the one for your platform.

For Singularity Alpha (which may be less stable than the Beta) go here:
https://build.alchemyviewer.org/browse/SV-ALPHA/latestSuccessful

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Firestorm VR Mod 6.3.3

A later version of Firestorm VR Mod 6.3.9 is available. See this blog post.

On 28-Nov-2019 Peter Kappler provided an update to his Firestorm VR Mod Viewer at https://gsgrid.de/firestorm-vr-mod/ – go there to download the latest version and for usage information, source, advice on trouble shooting, etc.

Unzip the release file, install the version of Firestorm VR Mod provided. It is, by default, installed in its own directory and can sit alongside the standard Firestorm release. Then copy the provided openvr_api.dll file into the Firestorm VR Mod directory, at the same level as the .exe. You can then start the viewer and follow the on screen instructions. Usage information below.

For community support use the Discord Discussion Channel: P373R-WORKSHOP by p373r_kappler [ Invite ]

The version of the Firestorm viewer on which the latest Firestorm VR Mod 6.3.3.58049 is based supports Bakes on Mesh [BoM] in both Second Life and OpenSim. Most of the time this will work fine, but if you use extended BoM features (e.g. Universal wearables) please don’t use this viewer to log directly into an OpenSim grid/region known to run on older 0.8.* server code (not updated for over 4 years!). Protective code to avoid the activation of extended BoM features for older OpenSim grids is planned to be included in a future Firestorm release.

Usage

Instructions are available via prompts in the viewer or via information on https://gsgrid.de/firestorm-vr-mod/. In short…

  • Press CTRL+TAB to load or unload the SteamVR driver. Do this each time you want to enter VR mode after starting up.
  • Press TAB key to enable and disable VR mode.
  • Press F5 to open the settings menu, you should see a text menu in the middle of the screen. The settings menu works only when VR mode is enabled.
  • Press F6 to increase the selected value. Press F7 to decrease the selected value.
  • Press F5 again to switch to the next menu entry.
  • By pressing F5 on the last menu entry the menu will close and save the settings in a config file which is located in
    C:\Users\your_user_name\AppData\Roaming\Firestorm_x64\vrconfig.ini
    and can be edited directly. Pressing TAB reloads the config file.
  • Hold F3 to see some debug info.
  • Press F4 to disable and enable HMD’s direction changes. It is better to disable the HMD’s direction interface when editing and flying with the camera. This may be subject to change in future versions.
  • Moving the mouse to the corners or the sides will shift the screen to this direction so menus can be accessed.
  • In the camera floater two buttons has been added to offset the HMD’s base rotation.

In case you encounter issues with a black HMD display… Peter suggests the following:

  • Create a program-specific profile for the viewer in your graphic card settings and enable FXAA.
  • Second life only supports FXAA. Other types of Anti-aliasing can be disabled.

Advice on Frame Rate

You do need to ensure you have a good frame rate to have a comfortable VR experience. The Firestorm VR Mod Viewer will not work well if the Second Life/OpenSim region you visit cannot normally be displayed in 2D with a decent frame rate. In VR mode you can assume you will get roughly 50% of the frame rate that shows on the 2D normal screen. At low frame rates bad flickering will occur in VR mode. My suggestion is to look at the frame rate (in Firestorm it is displayed in the upper right hand corner of the viewer) and to adjust the graphics settings (especially draw distance, shadows and quality sliders) until you have around 100fps (and definitely more than 50fps) and then try VR.

Peter Kappler also suggested: Particles… a fireplace is going to eat 20 to 30 fps! So turn them off for VR.

Tips from David Rowe for using the CtrlAltStudio VR Viewer may also be relevant:

  1. To improve your frame rate, reduce your draw distance and/or tweak other display settings such as advanced lighting model, shadows, FOV, pixel density, etc.
  2. Make sure you don’t have Preferences > Graphics > Rendering > Limit Framerate enabled.
  3. To display avatar chat above avatars use Preferences > Chat > Visuals > Show chat in bubbles above avatars.
  4. With floating text you may want to adjust the distance the floating text fades at so that distant text is not so annoying in VR mode: Preferences > User Interface > 3D World > Floating text fade distance.

Function Keys and Gestures

If you have issues with some of the Function keys (F5 or other Firestorm VR Mod keys) not working… look to see if the F keys involved are mapped to active “Gestures”. You can find a list of the gestures you currently have active and the keys associated with them using the “Gestures” toolbar button… or the Comm -> Gestures menu item (Ctrl+G shortcut)

Notes on Usage

Peter Kappler suggested the following process to establish suitable settings for your HMD:

  • Set IPD to 0 (zero)
  • Then adjust Texture Shift until image is sharp and focused
  • Then adjust IPD which separates your cameras to left and right to get a good 3D effect

On my Oculus Rift DK2, I found that I needed to adjust the IPD setting to my usual setting (68mm), but otherwise the default VR settings (with Texture Shift of 0) all worked fine. On my Oculus Rift CV1 Texture Shift of +25 was needed to bring the images into alignment.

Headset Texture Offset Reporter
Oculus Rift DK2 0 Ai Austin
Oculus Rift CV1 +25 Ai Austin

Xbox One Controller

An Xbox One controller as used with the Oculus Rift (or an Xbox 360 controller) can be enabled, as usual, in Firestorm via Preferences -> Move & View -> Movement -> Joystick Configuration -> Enable Joystick.

You will probably find the controls are under or over sensitive, or some buttons and triggers don’t do what you expect. See this blog post and the image here (click for a larger version) for some suggestions as to how to amend the settings…
https://hugsalot.wordpress.com/2012/12/03/joystick-settings-for-firestorm-with-xbox-360-controller/

You might want to enter “-1” rather than axis “5” as an indication that axis is not mapped. With the setup suggested the “A” button toggles between the normal avatar view and “FlyCam” mode allowing you to move the camera separately to the avatar.

3D SpaceNavigator or SpaceMouse

3DSpaceNavigatorAs with all versions of Firestorm, the viewer supports other forms of “joystick”. One I find particularly useful is the 3Dconnexion SpaceNavigator (aka SpaceMouse) which is a “3D mouse” supporting both avatar motion and separate “FlyCam” camera control.

My recommendation is to install the SpaceNavigator just by plugging it into Windows and receiving default Windows drivers for the device. I do not install any special SpaceNavigator drivers as suggested on the Second Life Wiki, some of which are incompatible with Second Life viewers.

Firestorm VR Mod Source

This version of Firestorm VR Mod 6.3.3.58049 is based on the Firestorm source code at Commit 58049 (Fri, 20 Sep 2019 22:08:08). This is effectively the same as that used for the Second Life only Firestorm 6.3.2.58052. The version number difference is because of a revert that took place between commits 58049 and 58052.

With Firestorm VR Mod version 6.3.3, Peter has revised the way he injects VR capabilities into the Firestorm Viewer to make the mod easier to maintain in future and for others to repeat or adapt. The source is available from his web page at https://gsgrid.de/firestorm-vr-mod/.

Impressively, the source is written in a way that it requires only some editing in the llviewerdisplay.cpp and adding 2 files to the project. All changes are marked with #####P373R##### comments. Peter also included the openvr header and lib files you will need in the rar. For information about the rest of the files you will need, read how to compile Firestorm at https://wiki.firestormviewer.org/fs_compiling_firestorm.

Firestorm source is available at https://vcs.firestormviewer.org/phoenix-firestorm [previously at https://hg.firestormviewer.org/phoenix-firestorm-lgpl/].

VRLand – Test Area

VRLand on OSGrid is a metrics area for performance testing and to establish virtual field of view in your headset.

hop://hg.osgrid.org:80/VRLand/128/128/20

More detail at: http://blog.inf.ed.ac.uk/atate/2016/07/20/vrland-a-community-and-test-region-for-virtual-reality-in-virtual-worlds/

2016-07-22-OSGrid-VRLand-Campfire-VR Video-Test-Card-Ultra-With-Shadows-VR-Mirror-3rd-Person

Posted in OpenSim, Second Life, VR | Tagged , , , | 3 Comments