Social VR using Firestorm VR

As noted before in this blog post Peter Kappler has created a VR version of the Firestorm virtual world viewer (based on version If the graphics settings, draw distance and scene complexity allow it, this can work very well to view 3D content. It is not best suited to build and creation modes. But it can work very well indeed for Social VR purposes allowing all the capabilities and content available in Second Life and OpenSim to be used in scenes where chat, get togethers, tutoring sessions, seminars and other meetings take place.

If the scene in a normal 2D view is adjusted to achieve at least (say) 50fps then it should work will in the Firestorm VR viewer. Make Graphics settings, draw distance and other changes until you achieve that sort of frame rate or the scene will be choppy or flicker. For Social VR functions draw distances can be quite small, so even very busy mainland Second Life regions become accessible.

Some specific figures I observed on one Second Life scene trying to make the view distance (256m), graphics settings (High), etc the same for the comparison…

  • Linden Lab 6.2.4 96-106fps
  • Firestorm 6.0.2 176-188fps
  • Firestorm VR 6.0.1 2D mode 136-144fps
  • Firestorm VR 6.0.1 VR mode 82-84fps

Put simply it looks roughly like Firestorm 6.0.2 (normal 2D) 100%, Firestorm VR 6.0.1 2D mode after enabling SteamVR in settings 75%, Firestorm VR 6.0.1 VR mode 50%. But the 6.0.1 VR mode is still roughly the same as the Linden Lab 6.2.4 viewer in 2D mode.

The following images were take on a Dell Precision T5180 with 32GB Memory and Nvidia GTX 1080 GPU, with High graphics settings and 128m view distance.

Here are some examples of Social VR settings in Second Life and on OpenSim grids…

Second Life

OpenSim (OSGrid, Openvue and Ailand Grids)

RGU Oil Rig Training Environment in Firestorm VR

Click here for more images of the Oil Rig region in Firestorm VR.

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Firestorm VR – Resources

Update 23-Sep-2019: Peter Kappler has provided an updated version of Firestorm VR compiled for Second Life and OpenSim which should fix the “black screen” issue mentioned below for at least some HMDs. More information, download links and tips are provided for Firestorm VR 6.2.4 at

The notes below relate to an earlier Firestorm VR version 6.0.1…

Peter Kappler <> [YouTube Channel] (PWNED Magic in Second Life) has created a VR version of the Firestorm Viewer using OpenVR/SteamVR that should be compatible with Vive, Oculus Rift, and Windows Mixed Reality headsets (HMDs).

Wagner James Au blogged on this in January and February 2019, and David Rowe, creator of the CtrlAltStudio VR viewer, pointed me at this development just in time since CtrlAltStudio now has a messy visual glitch on exit to the operating system [Blog Post on CtrlAltStudio VR Viewer].

YouTube Video: Second Life Firestorm VR V0.3 test, 27 Feb 2019:

Discord Discussion Channel: P373R-WORKSHOP by p373r_kappler [ Invite ]


Here is the ready to run installer and source code for version 0.3 27 Feb 2019 Build 57000** (based on Firestorm
Source Code: [only needed to build the viewer from source]
** The “57000” serial number that is reported is not meaningful.
Peter chose that as beyond the released Firestorm version at the time to avoid update messages.


  • Install the special VR MOD version of the Firestorm viewer.
  • Put the openvr_api.dll contained in the compiled version .rar/.zip into the top level of the freshly installed Firestorm folder with all the other dlls.
  • Start SteamVR. [Install SteamVR if you don’t already have it available.]
  • Start Firestorm VR.

Once you are logged in:

  • Go to Preferences -> Move & View and set the Field of View to 1.80 (default 1.04)
  • Go to Preferences -> Graphics-> Steam VR Tab and tick to enable Steam VR. (a viewer restart may be needed, so do that to be sure)

For the Oculus Rift these settings should also be adjusted:

  • Preferences -> Graphics -> Steam VR -> Texture Shift: Setting appropriate to your HMD. For example it is set to 0 (the default) for Oculus Rift DK2, and set to 200 for Oculus Rift CV1. If you have double vision in VR mode in your HMD, move this setting until the image is in sync.
  • Preferences -> Graphics -> Camera distance from center: Set to your inter-pupil distance (IPD) to get a good 3D image. If this setting is not accurate the 3D view can look too flat or layered. Note that a setting of 0 means the image will be 2D.

A number of users have suggested starting settings for various virtual reality headsets…

Headset Type Texture Shift Camera Distance from Center Info. From
Oculus Rift CV1 +200 IPD (e.g. 64.0mm) Ai Austin
Oculus Rift DK2 0 IPD (e.g. 64.0mm) Ai Austin
Oculus Rift DK1 Not Available Ai Austin


PRESS TAB key to enable and disable VR output.

The Camera Controls floater has two extra buttons << and >> to let you turn the angle at which your camera points.

If you move the mouse to one of the four corners of the screen the HMD view jumps to show that corner in VR mode. This enables menus and HUD attachments to be more easily reached. Return the mouse to the centre of the screen to return to normal HMD directional view.

F4 key – can be used to disable (and reenable) the movement of the VR mode view direction with head movement. Pressing F4 locks the VR mode camera onto the avatar head so it always shows directly in front of the gaze direction (which is a bit of an odd thing to work out what is happening – especially if you have used mouse wheel zoom in or out). Pressing it again unlocks the view so that it rotates around the camera position itself.

F5 key – can be used to zoom out the VR view through stages further away, then it toggles views centred on each corner before returning to the default VR view. [Note: F5 may not work as described in some headsets?]

The Firestorm VR Viewer will not work well if the Second Life/OpenSim region you visit cannot normally be displayed with a decent frame rate. The higher the better. At low frame rates bad flickering will occur in VR mode. My suggestion is to look at the framerate (in Firestorm it is displayed in the upper right hand corner of the viewer) and to adjust the graphics settings (especially draw distance and quality sliders) until you have around 50fps (30fps min.) and then try VR.

On my Oculus Rift setup SteamVR usually was launched whenever the Firestorm VR viewer was started, and that automatically started the underlying Oculus software. But if the SteamVR or Oculus Home screens shows in the HMD or the HMD is blank rather than showing the Second Life/OpenSim virtual world display, start SteamVR first, check Oculus Home is launches, and then run the Firestorm VR viewer.


Tips from David Rowe for using the CtrlAltStudio Viewer may 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. You can use keyboard shortcuts to show and hide dialog boxes such as the Conversations window (Ctrl-T), Inventory (Ctrl-I), e.g., if you want to select a landmark to teleport to, Ctrl-Shift-M to display the minimap, etc. Keyboard shortcuts are shown beside menu items.
  4. To display avatar toasts in the Rift — Preferences > Chat > General > Show chat in bubbles above avatars.
  5. 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 > Graphics > Rendering > Floating text fades.

If you have issues with some of the Function keys (F4, F5 or other Firestorm VR 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)

Peter Kappler also suggested some things:

  1. Particles… a fireplace is going to eat 20 to 30 fps! So make sure they are off.
  2. I moved my cache to a RAM drive. Just make a 2GB RAM drive. SSD is no comparison to RAM drive. Its way faster. Not even NVMe (non-volatile memory express) can reach that kind of speed. E.g. see SoftPerfect RAM Disk : high-performance RAM drive for Windows.
  3. F5 modes: There are two modes: one where HMD rotation is locked (F4 to lock), and one with normal HMD rotation on. The problem is that if you have HMD rotation on its hard to use flycam or edit things since it does not select properly. That’s where you turn it off.

Firestorm Debug Settings

EnableSteamVR – performs the same function as the Settings -> Graphics -> Steam VR -> tick on/off. Default Off.

TextureShift – performs the same function as the Settings -> Graphics -> Steam VR -> Texture Shift. This may need to be adjusted for different VR headsets. I found it could be left at the default setting of 0 for the Oculus Rift DK2, and needed to be set to +200 for the Oculus Rift CV1. Adjust this if you have double vision in VR mode.

EyeDistance – performs the same function as the Settings -> Graphics -> Steam VR – Camera distance from center slider. This is an important setting to get good 3D depth. Set it to the Interpupil distance for your headset (64mm is a sensible default). If set to 0mm the image will be 2D. If set wrongly you may find that the 3D effect is in distinct layers or not as good as it can be.

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…

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.

Firestorm JIRA

A Firestorm JIRA Issue relates to this…

This JIRA issue has comments concerned over low frame rates and poor support for all the menus, popups and creator/editing facilities in Second Life and OpenSim. Personally, I don’t think ALL the creator/build menu facilities are needed all the time, and those can be done by switching back into VR mode… which is easy with the TAB key method uses to switch between 2D and VR mode. Concerning frame rates, some users are probably seeing very busy mainland regions with tens of thousands of objects. When I use Firestorm on OpenSim builds with a few avatars in training modes I can get 160fps frame rates! And high frame rates when we have used private regions on Second Life for educational meetings.

User Experience with Firestorm VR 6.0.1

  1. Question: In the Steam VR settings tab, what does “Zoom out the display” do?
  2. Text: Peter Kappler’s notes indicate “The slider “Lens distance” lets you adjust the distance between the 2 cameras to improve stereo depth separation. ((There is a bug with world not updating while slider > 0)). Slider set to 0 uses only 1 camera (non-stereo) and doubles your fps.“. There is not a “Lens Distance” slider… but it is the Steam VR tab setting for “Camera distance from center”.
  3. Improvement: The “Texture Shift” slider is difficult (impossible?) to reset to 0 if needed. You can instead set it to 0 (or any specific value) via the Debug Settings for “TextureShift”.
  4. Bug: The default value set for “EyeDistance” in Debug Settings is 0.064. It should be 64.0. I.e. in millimetres not metres. It can be amended in
  5. Improvement: The mouse cursor in VR mode only shows as a simple arrow pointer. It does not change to the custom cursors such as seat, hand, etc as active items are pointed at.
  6. Bug: The Debug Setting descriptive text for “TextureShift” is incorrect. It is a copy of the descriptive text for “EyeDistance”.
  7. Bug: On the Camera Controls tool, after using the <> added buttons the circular movement controls get squashed to the lower left or disappear.
  8. Clarification: F4 and F5 button descriptions are difficult to understand. Does this work as described? And may it differ in different headsets?
  9. Improvement: The various SteamVR related debug settings could be collected together and identified more readily by prefixing them all with SteamVR, SVR or just VR. So for example SteamVREyeDistance.
  10. Improvement: Change the app_settings\grids.xml loginpage strings for the Second Life and Second Life Beta grids to rather than

Amended Firestorm XML Configuration Files

Sample Tests in Firestorm 6.0.1

Some specific figures I observed on one Second Life scene trying to make the view distance (256m), graphics settings (High), etc the same…

  • Linden Lab 6.2.4 96-106fps
  • Firestorm 6.0.2 176-188fps
  • Firestorm VR 6.0.1 2D mode 136-144fps
  • Firestorm VR 6.0.1 VR mode 82-84fps

Put simply it looks roughly like Firestorm 6.0.2 100%, Firestorm VR 6.0.1 2D mode 75%, Firestorm VR 6.0.1 VR mode 50%. But the 6.0.1 VR mode is still roughly the same as the Linden Lab 6.2.4 viewer in 2D mode.

The following images were take on a Dell Precision T5180 with 32GB Memory and Nvidia GeForce GTX 1080 GPU, with Ultra graphics settings and 512m view distance.

On OSGrid RuthAndRoth region showing approx. 50fps in VR HMD mode…

On OSGrid Black Rock region showing approx. 40fps in VR HMD mode, nearer 75fps when seated in the vehicle…

HMD Black Screen on TAB in Firestorm VR 6.0.1

An updated Firestorm VR 6.2.4 includes changes to address the black screen issue. See this blog post.

Unfortunately after a successful initial test period and what appeared to be a working setup I experienced the (Oculus DK2) HMD screen going black when switching to VR mode in Firestorm VR 6.0.1 via the TAB key. And whatever I tried did not seem to fix it. I tried reinstalling Steam and SteamVR, uninstalling and reinstalling afresh both, upgrading to the Steam and SteamVR Betas, downgrading again to the release versions, and reinstalling Firestorm VR.

The following worked for me after the black screen in the HMD TABbed view occurred…

Start Firestorm VR… turn off the Steam VR enabled tick box. Change the graghics settings (I went between High and Ultra or vice versa). Then DO NOT enter VR mode with TAB. Instead stop Firestorm VR, SteamVR (and Oculus Home). Then launch Firestorm VR again, tick Steam VR enabled (I did that before login but that may not matter) and TAB to VR. My assumption is that something about the gpahics settings interferes with the VR mode HMD display unless the settings are committed in some way when a relog and Steam VR enable takes place. Just ticking Steam Enabled on and off while its running does not seem to fix this problem.

Peter Kappler gave me feedback which indicates it could indeed be related to specific graphics settings or changing them…

There are people that have issues with having tracking but no image. It may have something to do with deferred lighting or shadows in the viewer. Or GPU buffer settings since I copy the images directly from BACKBUFFER before swap.

Peter also offered some advice on Discord to others with the HMD black screen problem…

Nvidia GPUs: In the Nvidia Control Panel -> Manage 3D Settings -> Global Settings, there is a setting for Virtual Reality Pre-rendered Frames. Check it is set to 1. Also check that Triple buffering is OFF. Then under Program Settings check that these settings are not explicitly overridden to something else for Firestorm VR.

AMD Radeon GPUs: AMD drivers have a setting called Flip Queue Size… make sure it is set to 0. The flip queue size option may not be available in recent AMD driver updates in which use the “Main3D_DEF” and “Main3D” settings to change your “flip queue size”. These should match. I.e. “0” and “0x3000”.

On 22-Sept-2019 Peter Kappler provided a VR test application that uses the same rendering method as Firestorm VR to help identify if your own VR HMD setup might have issues:
Unpack it, go to the bin/win32/ folder and open the hellovr_opengl.exe
That should show you a world full of boxes.
If it shows a black screen then there is an issue on your PC.

On 26-Nov-2019 Peter Kappler suggested the following for those still having black screen issues:

To fix the black screen go to your graphic card settings and force Anti-Aliasing on or off. Better… create a profile for this firestorm exe with AA on.

Posted in OpenSim, Second Life, VR | Tagged , , , , , | 10 Comments

Rock Climbing in Second Life

Continuing the development of sports in Second Life…. Yasmin has created a lovely rock climbing area to test out her developing rock climbing apparatus and scripts.

Visit via this landmark… Nitida Ridge

@Inara Pey has done her usual detailed and excellent Blog Post on the Rock Climbing at Nitida Ridge

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The People’s Moon

As described at, The People’s Moon has been co-created By British artist Helen Marshall of the People’s Picture, and Christina Korp of the Aldrin Family Foundation, and unveiled at iconic global locations on Saturday 20 July 2019…
“The People’s Moon will dominate London Piccadilly Lights screen, on the actual day and hour, flashing back 50 years to when humans first walked on the Moon. The combination of 10,000 photographs submitted by the public, NASA historic clips and giant photo mosaics of the Moon will be shown simultaneously in New York’s Times Square, and in a long-term installation at the Kennedy Space Center where the mission of Apollo 11 launched in 1969, and at a special presentation at the ArtScience Museum in Singapore’s Marina Bay.”

Margaret & Austin, as at 1969, are included in the image…

#Apollo50th #ThePeoplesMoon #MyGiantLeap

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Second Life – Apollo 11

20th July 2019 marks the 50th Anniversary of the First Landing on the Moon. The National Space Society arranged an experience in Second Life to celebrate the event… #Apollo50th #SecondLifeChallenge

Did you see that Buzz! Houston… we may have a problem!

Second Life Spaceflight Museum

See also Second Life Spaceflight Museum:

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Sansar – Apollo 11

20th July 2019 marks the 50th Anniversary of the First Landing on the Moon. So a good time to revisit the Apollo 11 Experiences in Sansar… Apollo Museum and Tranquility Base… #Apollo50th

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ImmersiveVR – Apollo 11

20th July 2019 marks the 50th Anniversary of the First Landing on the Moon. So a good time to revisit the Apollo 11 ImmersiveVR Experiences via the Oculus Rift… this time using the Apollo 11 HD update… #Apollo50th

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Second Life – Relay for Life 2019

A Relay for Life event in Second Life took place on 30th June 2019 in the Blake Sea sailing area – “Raft Up 2019” – with the audience able to observe the activities from a floating grandstand…
Blake Sea – Haggarty – Floating Grandstand
Blake Sea – Crows Nest – Nearby Boat Rez Zone

SLT 9am-11am: Joy Canadeo Live DJ
SLT 11am-1pm Luke Flywalker: Live DJ
SLT 12pm SLCG** Rescue demonstration
SLT 1pm-Close: Benny the boozehound Live DJ
SLT 1pm LCC Cruise to the raft up
** SLCG = Second Life Coast Guard

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Seven Dales Heritage Run 2019

DLMC-Logo-sThe De Lacy Motor Club (D.L.M.C) in Yorkshire has been running rallies, car trials and driving tests for over 50 years as noted in my previous blog post. My wife Margaret and myself joined some other family members and entered the Seven Dales Heritage Run again this year for a nice run through East and West Yorkshire…

Best turned out car and crew… Ted Meek and Morris Tate in the 1968 Austin Mini Countryman…

Half Way Halt…

Entrants List

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Vue Balloon over Bellisseria

I previously tried the Michie Marine Balloon from Balloon from Michie Yokosuka on the Second Life Marketplace over the New Linden Homes Bellisseria Continent in Second Life. Some snapshots are in this previous Blog Post. A balloon like this was used to provide tours of the Vue regions in Second Life [YouTube Video 8-Aug-2019 3m:19s]

I replaced the balloon envelope texture with one that is the same as the “Vue Balloon” based on a real life event where a balloon “glow” took place in the University of Edinburgh Old College Quad in January 2006.

Virtual University of Edinburgh (Vue) Balloon Tour and 2006 Balloon “Glow”

University of Edinburgh Ballooning Club Glow in Old College Quad, January 2006 image used with permission of David Gifford
Vue Balloon Tour Machinima in Second Life – 8-Aug-2008 [YouTube 3:19]
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Supercar in FSX in 2019

Supercar still works great in Flight Simulator FSX nearly 25 years since the first version of the add-on was created for Flight Simulator 5 using Flightshop Aircraft Factory in 1995…

And it can be used in the Oculus Rift VR using Daniel Church’s FlyInside FSX addon. See this blog post.

Bruce Artwick Organization, @microsoft / @dovetailgames @fsxinsider / @steam_games

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Sailboat around Bellisseria

Time to take the Bandit 50 Sailboat (from The Mesh Shop) out for a more extensive run down the West Coast of Bellisseria, the New Linden Homes Bellisseria Continent in Second Life.

Sailing with the Ruth 2.0 open source low-poly mesh avatar along for the ride…

There are also some nice free sailboats in the Second Life Marketplace from Michie Yokosuka.

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Speedboats around Bellisseria

Having tried a range of aerial vehicles and a yacht in the New Linden Homes Bellisseria Continent in Second Life, I explored some other vehicles. I found several nice speedboats in the Second Life Marketplace from Michie YokosukaMichie Marine Sport Cruiser SD35 and MM Div(e) Speed Boat models.

Michie Marine Dive Powerboat

Michie Marine Michie Sport Cruiser SD35

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Balloon over Bellisseria

Having tried a helicopter over the New Linden Homes Bellisseria Continent in Second Life, I explored some other vehicles from the same creator. I found a lovely free balloon on the Second Life Marketplace from Michie Yokosuka – a Michie Marine Balloon model – with ascent burner effects.

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Helicopter over Bellisseria

There are a number of people travelling by helicopter over the New Linden Homes Bellisseria Continent in Second Life. So I thought I would try one out. I found a lovely free one on the Second Life Marketplace from Michie Yokosuka – a mm R44 Clipper2 model – appropriately with floats for water take off and landing. It has animations for doors, rotors, etc. and a very nice down wash effect on the water surface.

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Supercar over Bellisseria

The new airstrips, boat rez zones and car rez zones have now appeared on and around Bellisseria continent, the location of the New Linden Homes in Second Life.

I am using the ones at Norse Auk and Coral Waters to try out Supercar since this model has a “land impact” of 715 prim equivalents, which is beyond the capacity of a single Linden Home plot (351 object limit).

Approach Over Ai Pad on Damiano

Underwater off the NW Coastline of Bellisseria

Airfield and Boat Rez Zone on Coral Waters

Balloon Flypast

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Skydiving at Ai Pad in Second Life

Following me setting up a base in a houseboat on the New Linden Home Continent of Bellisseria in Second Life, I have been trying out a few vehicles, and thought I would reactivate my old Skydiving setup back from when I first joined Second Life in 2006, I used a skydive setup built by “Cubey Terra” (Second Life Marketplace) to demonstrate some of the features of Second Life to colleagues and friends. See my Blog Post on this.

Skydive at Abbots Airfield in Second Life

You can go to at Abbots Airfield in Second Life to try out Skydiving. A free simple chute is available near the Skypod launch system. And “Terra Sports Chutes” can be obtained via the Second Life Marketplace.
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New Linden Homes 2019

Second Life - Ai Pad - Windlass Houseboat

New Linden Homes 2019 are available for Premium Members in Second Life. Details via:

Ai Pad

Ai Austin established a houseboat style home on the Bellisseria Continent at Damiano/92/20/0.

Nearby Boat Rez Zone by Lighthouse at Norse Auk/149/110/21 (Capacity 898).

Airstrip and Boat Rez Zone at Coral Waters/120/80/23 (Capacity: 3,786).

Vehicles at Ai Pad

Debonair Floatplane (39 land impact), Bandit 50 Yacht (32 land impact), Cobra G2 Speedboat (29 land impact), Rescue Dinghy (11 land impact), Supercar (Lora Chadbourne version, 222 land impact), and my detailed Supercar mesh (712 land impact)…

Yacht at Ai Pad at Sunrise Yacht at Ai Pad at Sunset

Bandit 50 Yacht at the Houseboats

Debonair 0412 Floatplane over the Houseboats

ERB-380 Rescue Dinghy

Poole Pottery

A display of some of my Poole Pottery in the Ai Pad Houseboat… “Moon” Charger from “Moon and Sun” Range and a “Delphis” Bowl…


Each Linden Home has a controller for the owner to alter visual appearance, décor, access security, etc. On the houseboats this is in the style of a lifebuoy…

Other Blog Posts about New Linden Homes

Posted in Second Life | Tagged , | 3 Comments

Black Hole

A black hole and its shadow have been captured in an image for the first time by a network of radio telescopes called the Event Horizon Telescope (EHT). The image shows a supermassive black hole in the centre of Messier 87 (M87), an elliptical galaxy some 55 million light-years from Earth. This black hole is 6.5 billion times the mass of the Sun.

The image bears a remarkable similarity to the simulation which predicted what would be seen after image capture, combination and analysis…

Black Hole - Simulated Image Black Hole - Actual Image

A graphical depiction of the elements of a Black Hole are shown in this figure from NASA…

Black Hole Elements

The Event Horizon Telescope has also already captured data which will allow the creation of images of other black holes, including Sagittarius A* at the centre of our own galaxy, the Milky Way.

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Virtual Worlds in VR


This blog post is a reminder that we can still view OpenSimulator and Second Life content in Virtual Reality (VR) headsets such as the Oculus Rift using the CtrlAltStudio viewer. Though this viewer is based on an older version of Firestorm and does not support some newer features incorporated in the platforms, it still performs pretty well on most content. Details of the viewer, its capabilities and usage are in an earlier blog post.



AiLand – Gerry Anderson


Second Life

2019 – What Works and What Does Not

As mentioned before CtrlAltStudio in its last release is based on December 2014 Firestorm viewer code. This means a number of things introduced to Second Life and/or OpenSim since that date are not supported, or may cause the viewer to fail. There have also been many improvements in Firestorm and other viewers since then that are not included in CtrlAltStudio Viewer. Unless you really need Oculus Rift or stereoscopic 3D support you should seriously consider using another viewer instead.

Linden Lab’s cashier update of 15th Jun 2016 (TLS 1.2 enforcement) is not supported when using the built-in web browser (e.g. trying to purchase from the Marketplace). However, user/user transactions, transactions via in-world vendors and L$ purchases via the button in the top right corner of the viewer will still work.

Avatars have had added “Bento Bones” to extend the range of visual styles and animations possible. This especially includes extra head bones, many extra bones for the hands and fingers, and body bones to allow the addition of tails and wings. Wearing attachments which use the extra bones in CtrlAltStudio causes a nasty visual glitch where the mesh is stretched to the 0,0,0 point on the region.

Animesh for animated avatar style objects in world (like NPCs) has recently been introduced into Second Life and is not likely to work at all in CtrlAltStudio.

July 2019 Update

Testing in July 2019 with CtrlAltStudio and Oculus Rift DK2 and CV1 on Oculus 1.38 software with Windows 10 Pro version 1903 and Dell Precision T5810/Nvidia GTX 1080… all look fine except when exiting the viewer the screen has bad colour effects and needs restarting.

This may be due to the “Color Profile” being set by the viewer, and occurs with Nvidia GPUs. A fix was introduced in June 2019 for the Linden lab Second Life Viewer and the Firestorm Viewer for this…

This information may be relevant …

Garry Beaumont on MeWe suggested this fix without having to reboot the computer… “the only way out of that screen without shutting your system down is to do this… Right click the windows button (I know its hard to see) then go to the second tab up (you can just make them out) now click the top tab in the window that opens. You escaped without a shutdown”.

This has the effect of doing a log out for the user, which resets the colour profile.

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3D Modelling Info

This blog post is intended to provide some information and resources links for 3D computer modelling tools and development and delivery platforms to combine models to create virtual worlds and make these available to multiple simultaneous users.

3D Modellers

There are many such modellers, some licenced and some open source. A few are:

  • Blender – an open source modeler with a variety fo ways to import and export a range of 3D model types.
  • Sketchup – Sketchup models are scenes comprised of Collada (.dae) content. But exporters can create other 3D model formats.
  • Autodesk 3D Studio Max – a commercial licensed 3D modeller.

World and Scene Development Platforms

Multi-user Delivery Platforms

Multi-aspect Virtual World Environments

Some platforms provide several of the above aspects.

  • OpenSimulator – provides a way to do modelling within the tool as well as importing Collada (.dae) mesh objects, combine them into scenes or regions and deliver these to multiple users via a viewer.
  • Second Life – provides a way to do modelling within the tool as well as importing Collada (.dae) mesh objects, combine them into scenes or regions and deliver these to multiple users via a viewer.
  • High Fidelity – A platform which allows scenes to be created using prebuilt meshes in limited formats, do simple editing of the scene and publish those scenes for others to visit.
  • Sansar – A platform which allows scenes to be created using prebuilt meshes in limited formats, do simple editing of the scene and publish those scenes for others to visit
  • Sinespace – A platform which allows scenes built in Unity to be embedded in a multi-user virtual world delivery platform, along with some basic in world content modification tools.

3D Model Exchange Formats

3D model formats are used to store 3D model data in a form that can be imported or exported from the various tools or platforms. Some are more widely supported and used than others. many are proprietary. A few are open source.

  • .obj
  • .3ds
  • .dae (open source)
  • .fbx
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Virtual Harmony – Mars Expedition

Virtual Harmony is an OpenSimulator-based educational simulation grid with contributions by Barbara Truman at the University of Central Florida, Cynthia Calongne at Colorado Technical University, Andrew Stricker at the Air University and NASA Jet Propulsion Laboratory.

An award winning rich educational simulation involving 3D/VR elements and AI systems is available on the Huffman region…

Some details are at:
LoginURI: (Visit via Hypergrid)
Mars Expedition – Blue Skies Over Mars

More details are available in a presentation at

A presentation was given at the OpenSimulator Community Conference 2018… Blue Skies on Mars Stricker Calongne Truman.pdf

Visit to Virtual Harmony Huffman Mars Expedition on 14-Apr-2019

Thanks to the Virtual Harmony team (Spinoza Quinnell/Andy Stricker and Lyr Lobo/Cynthia Calongne) I was given a guided tour of the Mars Expedition facilities…

Presentations by Lyr/Lobo/Cynthia Calonge about educational immersive experiences:

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Virtual World Avatar to be Next President

Following the success of film stars, comedians and others in recent popularity driven elections… a Non-Player Character avatar in the virtual world OpenSimulator is to be nominated as the next President of the USA.

A spokesman in the UK said.. “Bring it on… lets have an avatar as Prime Minister in the UK too”.

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I-X – Intelligent Technology

This blog post is intended to provide a quick overview of our work on I-X – “Intelligent Technology”, its underlying <I-N-C-A> ontology, and especially its application to intelligent planning systems and intelligent collaborative spaces using I-Plan and I-Rooms.

Austin TateAustin Tate and the Edinburgh Planning Group

Firstly a brief introduction. I am Professor of Knowledge-Based Systems at the University of Edinburgh and Director of the University’s Artificial Intelligence Applications Institute (AIAI). More information via

AI planning has been a topic of active research at Edinburgh since the 1960s and I have been exploring this area since the early 1970s. The Planning and Activity Management Group within the Artificial Intelligence Applications Institute (AIAI) in the School of Informatics at the University of Edinburgh is exploring representations and reasoning mechanisms for inter-agent activity support. The agents may be people or computer systems working in a coordinated fashion. The group explores and develops generic approaches by engaging in specific applied studies. Applications include crisis action planning, command and control, space systems, manufacturing, logistics, construction, procedural assistance, help desks, emergency response, etc.

Our long term aim is the creation and use of task-centric virtual organisations involving people, government and non-governmental organisations, automated systems, grid and web services working alongside intelligent robotic, vehicle, building and environmental systems to respond to very dynamic events on scales from local to global.

More on our planning technology, research and applications projects is described at

I-X and I-Plan

I-X LogoI-X – or – is a systems integration architecture. Its design is based on the earlier O-Plan agent architecture and incorporates a hierarchical viewpoint to it’s systems design. I-X provides an issue-handling style of architecture, with reasoning and functional capabilities provided as plug-ins. Also via plug-ins it allows for sophisticated constraint management, and a wide range of communications and visualisation capabilities. I-X agents may be combined in various ways, and may interwork with other processing capabilities or architectures especially where hybrid cognitive systems are joined to algorithms and data driven sub-cognitive modules where they can all work in an “intelligible” and human level explainable manner. I-X supports applications orientated towards “synthesis” tasks where such as design, configuration and especially planning. It is especially designed to support mixed initiative work between people, robots and computer systems working in a cooperative fashion.

An introductory paper to the approach is available here…

Tate, A. (2000) Intelligible AI Planning, in Research and Development in Intelligent Systems XVII, Proceedings of ES2000, The Twentieth British Computer Society Special Group on Expert Systems International Conference on Knowledge Based Systems and Applied Artificial Intelligence, pp. 3-16, Cambridge, UK, December 2000, Springer.

In a nutshell, all aspects of agent capabilities, activities, tasks, objectives, plans, etc are represented in some way as a specialisation of a set of “issues”, a set of “nodes” (think of activities in a planning context or parts of a designed object), a set of “constraints” of various kinds and a set of “annotations”. We write this as <I-N-C-A>. I-X, our systems architecture, essentially just uses its computational capabilities to handle issues, apply nodes, manage constraints and interpret annotations to inform, explain or support the use of the construct.

<I-N-C-A> Ontology – Issues, Nodes, Constraints and Annotations

Here is a quick intro style paper on the idea of treating all aspects of task specification, planning, environment modelling and lower level activity as “constraints on permissible behaviour” and our <I-N-C-A> Ontology for plans, activity, agent capabilities and all things like that (though it actually is more general and applies also to designed artifacts, scheduled things and configuration tasks).

Tate, A.(2003) <I-N-C-A>: A Shared Model for Mixed-initiative Synthesis Tasks, Proceedings of the Workshop on Mixed-Initiative Intelligent Systems (MIIS) at the International Joint Conference on Artificial Intelligence (IJCAI-03), pp. 125-130, Acapulco, Mexico, August 2003.

My work on hierarchical planning over the years led to a very simple abstract ontology suitable for objectives, tasking, activity specification and capability modelling which is intended to be as flexible (and additive) as required for any application. The concepts within the ontology have been a core of standards such as NIST Process Specification Language (later an ISO process specification standard), etc. We call this <I-N-C-A> – it is an ontology suited for any “synthesised” things… and allows for design, configuration as well as planning applications. which allows for a set of constraints on behaviour where the types of constraint are “issues” to be addressed, “nodes” (which can be thought of in a planning context as “include activity” constraints, “constraints” themselves (in a planning context usually time, and object co-designation/non-co-designation and sometimes spatial), and “annotations” (which we use to capture underlying gIBIS style rationale of how issues/tasks are turned into selected activities under the constraints).

An I-X system can “handle issues”, “apply nodes”, “manage constraints” and “interpret annotations”. The idea is that the components in an <I-N-C-A> inspired system share and communicate constraints up and down, and that lower levels can communicate via partially shared constraints that can be understood between the levels (this often involves time, object = and /= ) so there can be yes, no and “maybe if” information passed between the levels to help home in on a mutually acceptable artefact (design or plan) in a mixed initiative fashion. Great where humans, organisations, robots and environmental systems are all cooperating.

Applications and Use Cases

I-X, I-Plan and <I-N-C-A> have been applied in a number of areas… many reflecting our applications and research funding interests in collaborative systems, operations centres, emergency response, etc. Links to projects are at

2010-05-13-Train-for-Success-1We have also explored intelligent instrumented spaces in which people and knowledge-based systems can cooperate in areas such as mixed-reality distributed team operations centres using the concept of an I-Room – a Virtual Space for Intelligent Interaction.

<I-N-C-A> has even been applied as a business modelling approach without any software involvement to collecting information and making business cases for the potential opening of large scale plant across the world for a major food manufacturer.

More Publications

The above papers (as PDF) and others that go into more technical details on the I-X/I-Plan system and how it uses <I-N-C-A> can be found in the following documents index…

A couple of publications that may give a good overview are as follows:

  • Tate, A. (2000) Intelligible AI Planning, in Research and Development in Intelligent Systems XVII, Proceedings of ES2000, The Twentieth British Computer Society Special Group on Expert Systems International Conference on Knowledge Based Systems and Applied Artificial Intelligence, pp. 3-16, Cambridge, UK, December 2000, Springer. [PDF]
  • Tate, A. (2003) : a Shared Model for Mixed-initiative Synthesis Tasks, Proceedings of the Workshop on Mixed-Initiative Intelligent Systems (MIIS) at the International Joint Conference on Artificial Intelligence (IJCAI-03), pp. 125-130, Acapulco, Mexico, August 2003. [PDF]
  • Tate, A. (2014) Using Planning to Adapt to Dynamic Environments, in Suri, N. and Cabri, G. (eds.) (2014) Adaptive, Dynamic, and Resilient Systems, Chapter 13, pp. 243-257, CRC Press, Taylor & Francis. [PDF]

Our earlier O-Plan planner use of <I-N-OVA> (a forerunner of the more abstract upper level <I-N-C-A> ontology) is described in these publications from 1984 to 2003…

  • For an overview of O-Plan and its applications see… Tate, A. and Dalton, J. (2003) O-Plan: a Common Lisp Planning Web Service, invited paper, in Proceedings of the International Lisp Conference 2003, October 12-25, 2003, New York, NY, USA, October 12-15, 2003. [ PDF]

How this might be used alongside other Systems Architectures

<I-N-C-A> is intended to act as a simple, easily understood, upper ontology or outer layer for representing all aspects of tasks, activity, objectives and agent capabilities. Alongside an ontology and models for the objects in the domain, which <I-N-C-A> deliberately does not prescribe, it can offer a framework which can easily be deepened to meet the actual requirements while providing a stable overall basis which allows for system reasoning and human understanding.

The work on <I-N-C-A> involves the investigation of the use of shared models for task directed communication between human and computer agents who are jointly exploring a range of alternative options for a product design or for joint activity.

Six concepts are used as the basis for exploring task orientated multi-agent and mixed-initiative work involving users and systems. Together these provide for a shared model of what each agent can and is authorised to do and what those agents can act upon. The concepts are:

  1. Shared Object/Product Model — a structured representation of the object being modelled or produced using a common constraint model of the object or product.
  2. Shared Planning and Activity Model — a rich plan representation for activities, objectives and plans using a common constraint model of activity.
  3. Shared Task Model — Mixed initiative model of “mutually constraining the space of behaviour” (or objects/products/plans).
  4. Shared Space of Options — explicit option management.
  5. Shared Model of Agent Processing Capabilities — handlers for issues, appliers for nodes, constraint (model) managers and (possibly) annotation interpreters.
  6. Shared Understanding of Authority — management of the authority to do work (to handle issues and apply/execute nodes/activities) and which may take into account options and levels of abstraction of the model of the object or product.

Engagement with various standards setting groups has a part of the work: PIF, NIST PSL, OMWG CPR and DARPA SPAR all converge on a single core model of activity which can be related to the more abstract <I-N-C-A>.

IBM Project Intu – “Self” – Cognitive Architectures

Sample Project Intu Conversational Agent Sample Project Intu Conversational Agent

Resources for Discussion

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Nonprofit Commons in Second Life

On 21-Dec-2018 the Nonprofit Commons (NPC, in Second Life held a Grand Opening of their newly renovated Community Virtual Library Nonprofit Resource Library along with ice skating to celebrate the last NPC meeting of 2018.

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On 18-Dec-2018 Olivier Michel at let previous Webots users know that the platform has been made open source via GitHub…

Today, after more than 20 years of proprietary licensing, Webots has become free open source software, released under the terms of the Apache 2.0 license. You can download Webots R2019a binary packages, contribute on GitHub, read the official announcement, and watch the video presentation.

Webots Resources

Webots has been used for some years in the Robotics classes in the School of Informatics at the University of Edinburgh, and was used by AIAI for Project AIBO as described in this blog post…

Webots 2019a Project AIBO
Unimate Puma NASA Sojourner
Apartment and Roomba Moon Bots
Sphero BB8

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Nautica is an exploration game based released by Epic Games in a watery world where your spaceship has crash landed and you have escaped in an escape pod equipped with a materials and equipment fabricator, materials analyser and limited storage (Inventory) facilities.

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Dual Universe

I am a Kickstarter Funder for the emerging MMO orientated Dual Universe platform. Dual Universe Alpha 1 usage is subject to a non-disclosure agreement (NDA) so this blog post only provides useful links and publicly posted images and videos by Novaquark, the developers of Dual Universe.

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Diva Wifi for OpenSim

Update 17-Nov-2019: The Diva Distribution (D2) and Wifi related addon-on modules were updated on 17-Nov-2019 to .NET 4.6 and 0.9.1.* compatibility. See Please use that version of WiFi now. The following blog post content is left for guidance on how to build a grid based on 0.9.1.* Dev Master source where you wish to include the WiFi addon module…

OpenSim changes the .NET Framework in use for compilation from 4.0 to 4.6. As at 12-Dec-2018 the sources for Diva’s addon modules are still based on .NET Framework 4.0 suitable for OpenSim versions up to the current stable Small changes are needed to the *prebuild.xml files in those sources for Diva addon modules (and hence Wifi) to work with the latest versions of OpenSim.

First check the GitHub Diva source downloads directory as updates are likely once is available as a stable OpenSim release.

Otherwise some helpful information and resources may be found in the section Update of Diva Addons for OpenSim onwards near the end of this blog post…

Diva Canto provides the popular “Diva Distribution (D2)” precompiled version of OpenSim which includes a number of addon modules. One of these is called “Wifi” and provides a web front-end interface to OpenSim running in “Standalone” or “Grid mode with “Robust” services.

Wifi front end to Openvue Grid Wifi front end to AiLand Grid

Wifi is documented on the OpenSim Wiki at through which links can be found to Diva Canto’s download and source areas on Github. Wifi serves web pages which provide services such as:

  • Account creation, optionally controlled by the administrator
  • Configurable default avatars for new accounts
  • Account updates by both users and administrator
  • Account deletion by administrator
  • Password recovery via e-mail
  • Simple user inventory management

Wifi as an OpenSim Add-in

Up to OpenSim 0.8.0, Wifi was available as an add on module via compiled .DLL libraries which could be enabled for Standalone and Grid setups. From OpenSim 0.8.1 onwards, a more flexible “add-in” library mechanism that was already in OpenSim has been improved and Wifi now is provided as an add-in under that mechanism. This does mean that the build and configuration process is different.

Diva Canto has provided a blog post which describes the new Wifi mechanism and how to build and configure it, mostly geared at Unix/Linux users.

Wifi for OpenSim Robust Grids for Windows Users

In case it is helpful to those running Robust grids under Windows, I describe here the mechanism I use to build, configure and run Wifi on our own grids.

  1. Download the OpenSim source distribution as a zip file from one of the following:

    and unzip the source code to a suitable location. Note there is a folder called “addon-modules” at the top level (same level as the “bin” directory) which only contains a README.

  2. Obtain the source of the Diva addons via

    and unzip it to a temporary area. Copy the contents of the “addon-modules” from that area into the main unzipped OpenSim directory top level addon-modules directory. Take care as there is another directory “bin/addon-modules” which is NOT the one you want to copy to.

  3. Update: 17-Nov-2019: Diva Distribution Addon Modules have now been updated for .NET Framework 4.6. So this step is unnecessary.
    • Prior to 17-Nov-2019, the version of Diva Wifi and related addons used frameworkVersion=”v4_0″. It was necessary to alter the prebuild.xml (plus prebuild.SQLite.xml and prebuild.MySQL.xml in 00Data) files in each directory to frameworkVersion=”v4_6″.
    • You may wish to alter some of the addon-module .cs files to remove warnings on compilation.
                 catch // (Exception e)
         occurs twice
                 catch // (InvalidOperationException e)
         occurs once

    Otherwise some helpful information and resources may be found in the section Update of Diva Addons for OpenSim onwards near the end of this blog post.

  4. The following Diva addon modules are required for Wifi to work… the others are optional for uses beyond the Wifi interface and may be omitted…
    • 00Data
    • 00DivaInterfaces
    • 01DivaUtils
    • 1DivaOpenSimServices
    • 20WifiScriptEngine
    • 21Wifi
  5. You can now build OpenSim as usual, and the addons will also be automatically compiled. E.g., in a Command Prompt shell “cd” (change directory) to the top level of the OpenSim unzipped directory and then run “runprebuild.bat” followed by “compile.bat”. The resulting bin directory contains all you need and will have in it the addon Diva modules including Wifi.

  6. Wifi allows for extensive localisation with several provided languages and instructions on how to add further languages. A script is included in Wifi which creates a .dll file containing the resources used when the Wifi module starts up to populate the WifiPages area. This setup step uses a script that requires “ResGen.exe” to be available to run from a console and usually that means a path to the latest version of ResGen.exe needs to be on the “Path” environmental variable… e.g. on Windows 10 using .NET 4.6.1 ResGen.exe is usually located in…
    C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.6.1 Tools
    So long as ResGen.exe is accessible, then run the script at addon-modules/21Wifi/Localization/make_languages.bat or .sh.

  7. Before you run Robust.exe and OpenSim.exe, configure Wifi for your requirements by editing bin/Wifi.ini (but see the section “Disable Wifi in OpenSim.exe” below for a suggested improvement). A basis for your own bin/Wifi.ini file can be found in addon-modules/21Wifi. Since Wifi.ini sets Wifi as disabled by default, you will have to explicitly enable it and change necessary information to access your OpenSim data base, set your administrator avatar name and e-mail, etc.

  8. To allow tailoring of Wifi for your own grid, a directory “WifiPages” at the same level as the “bin” directory may be used where you can place specific *.html and any image/* files which will override the default equivalents in bin/WifiPages. The following pages can be overridden:
    • footer.html
    • header.html
    • links.html
    • splash.html
    • termsofservice.html
    • welcome.html
    • image/*

Disable Wifi in OpenSim.exe

With the default locations suggested in Robust.[HG.]ini.example and OpenSim.ini.example for the add-in configuration and registry locations, the addins are picked up by both Robust.exe and OpenSim.exe and use the same configuration for both. This means that if Wifi is enabled in Wifi.ini it runs in both Robust.exe and OpenSim.exe. This is not what is wanted for a grid and means that Wifi is served on the OpenSim default port (usually :9000) as well as the grid services port (usually :8002).

Hence, the following is the configuration used on Openvue and AiLand grids to allow for separate enabling of Wifi for Robust.exe and disabling Wifi for OpenSim.exe. Wifi.ini is MOVED from bin/Wifi.ini to config-addon-robust/Wifi.ini. These configuration settings may be useful as a basis for what others might wish to use…

-------- Robust.[HG].ini ----------------------
    RegistryLocation = "."
    ConfigDirectory = "./config-addon-robust"

-------- OpenSim.ini---------------------------
    RegistryLocation = "."
    ConfigDirectory = "./config-addon-opensim"

-------- config-addon-robust/Wifi.ini ---------
; Copied from Diva's Wifi.ini with [WifiService] Enabled = true
; and changes for your data base, admin avatar and grid environment

-------- config-addon-opensim/Wifi.ini --------
	Enabled = false

Check your Data.MySQL.dll in Robust.[HG.]ini

In configurations for Wifi before the 0.8.1 add-in, Diva.Data.MySQL.dll was used as the “StorageProvider” both within the Wifi modules and for other Robust services. This is no longer necessary. The default StorageProvider = OpenSim.Data.MySQL.dll should be used for all normal Robust.exe services as configured in Robust.[HG.]ini as Wifi itself picks up the StorageProvider = Diva.Data.MySQL.dll separately from the settings in Wifi.ini.

Update of Diva Addons for OpenSim onwards – using .NET Framework 4.6

Instructions to amend the version of the Diva Addon Modules as at 12-Dec-2018 to Framework 4.6 and fix a couple of compiler warnings is available, along with a zip file of a modified version, via

Update 17-Nov-2019: Updated version of notes and Zip file using 17-Nov-2019 Diva Addon Modules GitHub Source also made available via same directory.

Setting up the Default Avatars for Wifi

Using the provided example Wifi.ini file you have an indication that you can select one of three default appearances for newly created avatars set up via Wifi. But in a new environment you must set those avatars up first.

  1. Create the avatars with names “Female Avatar”, Male Avatar”, “Neutral Avatar”. and authorise them via the Wifi Admin is that is required.
  2. Login as each avatar in turn. They will usually appear as a cloud initially and then after a short while (depending on the version of OpenSim you are using) rezz to appear as “Ruth” wearing four basic body parts, new pants and new shirt. Note these parts come directly from the OpenSim Library and MUST NOT be worn in your final appearance for the default avatars. You can COPY these library parts into the avatar’s inventory if you wish, or create new body parts and clothing, but before you finish you should remove any items that show as “worn” that are located in the OpenSim Library as those will not rezz on avatars created based on these models.
  3. Create new body parts and clothing and edit them and/or add any other mesh, clothing, attachments or HUDs you wish to appear on the avatars.
  4. Note you can extend (or change the avatars names or labels) for the range of default appearances that are shown in Wifi and/or change the preselected default by altering Wifi.ini.
    ;; Syntax: AvatarAccount_<AvatarType> = "<FirstName> <LastName>"
    ;;         (replace spaces in <AvatarType> with underscore)
    AvatarAccount_Female="Female Avatar" 
    AvatarAccount_Male="Male Avatar" 
    AvatarAccount_Neutral="Neutral Avatar" 
    ;; Preselection for default avatar in new account registration 
  5. When you Create a new avatar via the Wifi web interface based on these predefined avatars the items worn will appear in the newly create avatar’s inventory under Clothes -> Default Avatar <AvatarType>.
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OpenSim VR Viewer Under Development – Resources

Resources related to a new open source OpenSim content VR Viewer under development by Melanie Thielker of Avination and others…

Open Source VR Viewer for OpenSim in Development — Low Cost Alternative for Social VR Projects, Blog Post: December 10, 2018…

New open source VR viewer for OpenSim may be coming soon…, Blog Post: December 10, 2018…
New viewer for OpenSim-based worlds. Originally using the Unreal game engine. Currently it uses the Xenko game engine for rendering.

To be visited in virtual reality with Melanie Thielker’s new viewer, the OpenSim regions first have to be converted to a format compatible with the Unreal/Xenko Engine. There is no support yet for getting the regions directly from OpenSim servers, or for having avatars in the scene.

Melanie Thielker’s presentation at the OpenSim Community Conference (OSCC’18)

OpenSim VR Viewer via OARConverter, Unity and SineSpace

An alternative way to view OpenSim content in VR would be to convert OpenSim Archive (OAR) files to Collada mesh via the OAR Converter Tool, import that to Unity and then publish the content into a SineSpace scene. [Sinespace Resources]

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