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.
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.
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 Yokosuka – Michie Marine Sport Cruiser SD35 and MM Div(e) Speed Boat models.
Michie Marine Dive Powerboat
Michie Marine Michie Sport Cruiser SD35
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.
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.
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
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.
New Linden Homes 2019 are available for Premium Members in Second Life. Details via:
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)…
Bandit 50 Yacht at the Houseboats
Debonair 0412 Floatplane over the Houseboats
ERB-380 Rescue Dinghy
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
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…
A graphical depiction of the elements of a Black Hole are shown in this figure from NASA…
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.
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
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.
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.
There are many such modellers, some licenced and some open source. A few are:
World and Scene Development Platforms
Multi-user Delivery Platforms
Multi-aspect Virtual World Environments
Some platforms provide several of the above aspects.
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.
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: http://vharmonyarts.com:9000 (Visit via Hypergrid)
Mars Expedition – Blue Skies Over Mars
More details are available in a presentation at https://www.slideshare.net/lyrlobo/vwbpe-2019-mars-i-vr-game-simulation.
A presentation was given at the OpenSimulator Community Conference 2018…
https://static.sched.com/hosted_files/oscc18/cf/OSCC18 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:
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.
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 http://www.aiai.ed.ac.uk/~bat/.
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 http://www.aiai.ed.ac.uk/project/plan/
I-X and I-Plan
I-X – http://www.aiai.ed.ac.uk/project/ix/ or http://i-x.info – 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 http://www.aiai.ed.ac.uk/project/plan/.
We 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.
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:
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…
<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:
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 – Cognitive Architectures
Resources for Discussion
On 21-Dec-2018 the Nonprofit Commons (NPC, http://nonprofitcommons.org/) 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.
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 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… http://blog.inf.ed.ac.uk/atate/2014/04/05/experiments-with-webots-6-4-4/
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.
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.
OpenSim 0.9.1.0 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 0.9.0.1. 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 0.9.1.0 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 0.9.1.0 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 is documented on the OpenSim Wiki at http://opensimulator.org/wiki/Wifi 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:
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.
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.
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.
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 ---------------------- [Startup] RegistryLocation = "." ConfigDirectory = "./config-addon-robust" -------- OpenSim.ini--------------------------- [Startup] 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 -------- [WifiService] 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.
Instructions to update 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 http://openvce.net/resources/downloads/diva-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.
;; 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 AvatarPreselection="Neutral"
Dreamgrid is an easy to use OpenSim platform created by Fred Beckhusen, aka Ferd Frederix. It includes MySQL, Dynamic DNS name provision, OpenSim 0.9.1.0 Dev, 1, Diva’s WiFi admin interface and a wide range of add on modules. It sets up a virtual world grid with HyperGrid capability along with options to load a range of alternative content via OpenSim Archive (OAR) and Inventory Archive (IAR) files. It includes a simple update mechanism.
Some Advice on Setting up Default Avatars for the Wifi Web Interface
Issues being Explored at Dreamgrid version 2.53 (10 December 2018)
There appears to be a problem when jumping between different Dreamgrid grids using hop://grid:port/region/x/y/z addresses in the address bar. Using the grid:port/region format in the Map tool appears to work. And using a hop:// in the address bar to a non-Dreamgrid (but still 0.9.1.0 Dev) grid works.
Clamavi De Profundis is a family that loves to sing together and record inspiring and uplifting music. Their music is influenced by classical and fantasy literature as well as cinematic, traditional, religious, and classical music. In particular they have created some wonderful songs and videos based on poems from Tolkien’s Lord of the Rings and The Hobbit.
Far Over the Misty Mountains Cold (from The Hobbit) –
Song of Durin (Complete Edition) (from The Hobbit) –
The Song of Beren and Lúthien –
Clamavi De Profundis have a Patreon Page where support can be given to the production of their music.
I was amused to come across a press clipping of a 1995 article in the Edinburgh Evening News (“Keying in a spot of lunch” by Lindsay Reid, Evening News, 29th April 1995) in which I am quoted with several comments about the early emergence of Internet shopping…
I have been experimenting with export and reimport of WordPress blog posts and media content. If the Dashboard -> Tools -> Export (or under Dashboard -> Settings -> Export) was used to export “All” content and then the new destination site import occurred then I had believed that media such as images were taken over and put in the media library, but that the links/URLs in blog posts continued to point to the previous site. I now think there must be a two stage process to a full import of the posts and media.
An export and reimport of later content will just add new posts and media and not make duplicate entries. This is important bas the WordPress exporter seems to only allow a selective (e.g. data range) export of specific content such as posts and media, while the “All” export copies the entire blog to the export file (which is XML based). Unfortunately there can be a limit on the target site importer (15MB for the export/import file in the case of wordpress.com and 10MB for blogs.ed.ac.uk). My own blog is close to that limit as of today.
I note that my image rich blog of around 700 posts when imported to a wordpress.com blog uses up about 1GB of space (of the 3GB limit allowed there for free accounts).
Robert explained to me that Convoar grew out of his personal project on virtual world scene simplification that he felt is needed for viewing OpenSimulator content in web browsers. Convoar is a stopping point on the way. He chose GLTF format because it is being used by Cesium and other web viewer projects. Today, the 3dWebWorldz project is using these OAR conversions to import into their web browser virtual worlds since there is a loader bundled with ThreeJS. There are also importers for most of the 3D editing tools.
Example converted regions (including our own OpenVCE OAR) are listed and available at
That OARs page includes links to view the 3D content via the “Simple Basil” viewer intended to act as a web viewer for virtual world content including from OpenSimulator.
There are 3D modeller importers, exporters and converters for various 3D Model formats such as Autodesk FBX and Collada (.DAE) available.
The Khronos Group has provided a Blender add-on which enables glTF import and export via https://github.com/KhronosGroup/glTF-Blender-Exporter.
The Khronos Group have also created a Unity import and export tool available via https://github.com/KhronosGroup/UnityGLTF along with an included ready to open Unity project called “UnityGLTF” (not working on a test in Unity 2018.3.0b2).
IO-glTF is an open-source FBX importer/exporter plug-in that converts FBX file (and any file format that FBX can read such as obj, collada, …) to glTF. This plug-in can be used by any FBX based application to import/export glTF files. It needs to be installed in the Blender scripts/add-ons/ directory and then enabled under the Files -> User Preferences -> Addons tab.
There are also a range of online converters, such as:
A “glTF Binary” file is a .GLB file such as used in Oculus Home 3D model content. Facebook/Oculus provide a precompiled FSX to glTF converter at https://github.com/facebookincubator/FBX2glTF/releases and there is a glTF to Binary glTF packer via https://glb-packer.glitch.me/
See instructions at https://support.oculus.com/1702745539746285/#Importing and more detail at https://developers.facebook.com/docs/sharing/3d-posts/glb-tutorials
Elf Clan is one of the oldest and largest virtual world fantasy role play groups. It has held lands in Second Life and various OpenSim grids. Its most recent home is on OSGrid but with affiliated Elf-themed regions on any other Hypergrid connected OpenSim grid as described in this blog post.
More information about Elf Clan and its activities is available on http://elfclan.spruz.com
Elf Clan on OSgrid is on the ElfClan region (note no space), with hypergrid address hop://login.osgrid.org:80/ElfClan or use hg.osgrid.org:80:ElfClan in the viewer map. (In October 2018 the region was named ElfClan-Sandbox).
To Join Elf Clan, search for the ELF CLAN group on OSGrid or the various Affiliate Grids (e.g. Kitely, DigiWorldz, etc.), and JOIN. It’s open-join on all affiliate grids. You can join on multiple grids if you wish.
ElfClan on OSGrid
Elvenworld on OSGrid – Affiliated to Elf Clan
Ai Avatar with Orcrist
Update on 10-Jan-2019 by @Wayfinder Wishbringer
Group website: http://elfclan.spruz.com
Elf Clan is very pleased to announce that we are re-established, set up, and for the most part fully operational on OSgrid (still updating a few scripts here and there). Search for ElvenSong region. We managed to rebuild ElvenSong, ElvenMyst and Replicant City on a 5×5 VAR, with Peter Lioncourt’s ElvenGlen and Koni Lanzius’ amazing ElvenWorld both next door, to form a 75-region continent with lots of sailing waters.
Visitors are welcome 24/7/365. ElvenSong and Replicant City are highly-interactive regions. Looking for awesome fantasy freebies? ElvenWorld is one of the best resources I’ve seen. ElvenGlen takes us back to the original Elf Clan region where it all began, re-built to the best of our ability. It’s been a real head-rush to re-create these regions on our own servers with full back-up capability, running as fast and smooth as ever. Opensim rawks.
Also check out Moontan Valeeta’s 2×2 Ithil Dae, a peaceful Elven fantasy region on Kitely grid.
Elf Clan is very pleased to be part of the OpenSim community. The “closed wall blinders” have been removed and we have expanded beyond our greatest dreams. The storm is not completely over (most ex-Inworldz members have still not received their OAR file creations even at this late date), but Elf Clan has weathered the storm and is as visitor-friendly as ever. We’re still unpacking boxes and working on some scripts here and there, but for the most part our lands are operational. Family-friendly, General-rated regions (please dress and act modestly as befits Elven lands). Feel free to bring your kids and grandkids. Have fun at the secret Dwagon Playground (if you can find it), visit the Elf Clan Crystal Museum, sail rezzable ships throughout the region, or explore the highly-interactive multi-genre science fiction world of Replicant City in high-sky ElvenSong. Bring your friends and explore, role play, pick up some freebies. Elf Clan welcomes you.
A load test of the High Fidelity virtual world platform took place on 7th September 2018 and at least 356 avatars were in world in the same location at peak. A lot of different tests and exercises were run, including a trivia game. The performance was very good with only a couple of losses of the sound and one or two scene drop outs when logged on from Edinburgh Scotland.
Blender Sintel Avatar Model
The Open Source Blender Project “Sintel” avatar has been used in a number of open source projects and a version is available to use as an avatar or character in environments such as Unity.
It can be use to replace the Ethan visual model as described above. Just delete the Ethan visual model elements (EthanBody, EthanGlasses and EthanSkeleton) and insert the Sintel model instead. Then select the original Ethan “ThirdPersonController” and in the Unity Inspector change the Animator -> Avatar to the “SintelAvatar” you have included.
Kässbohrer Pisten Bully Models imported via Unity3D and into a range of environments…
Original Models via 3DWarehouse.sketchup.com
A lovely 3D openly accessible and modifiable model of the house and environment was created by Myles Zhang on Sketchfab.com [ Download Resources ] using 3D model source files originally by nottamun on 3dwarehouse.sketchup.com.
Fallingwater in Unity3D
I extracted the Collada (DAE) model of Fallingwater with its associated textures and imported those to Unity3D adding in some surrounding terrain. The trees and bushes were mostly replaced using Unity3D free assets and waterfall details were added and animated. Building and ground lighting was added, along with a day/night cycle. Doorways are not animated, so some of these were made into phantom (non-colliding) objects so an avatar can walk through them. Some pathways, corridors, doors and stairs in the house are not accurately modelled and can cause an avatar to get stuck, so some invisible barriers were put in place to help prevent this.
Fallingwater in Sinespace
The build was then loaded in the multi-user virtual world Sinespace… it can be visited by searching for “Fallingwater” in the “Explore” panel in the Sinespace viewer.
Fallingwater in Sinespace via a Browser/WebGL
A WebGL version may work for some via this link… http://sine.space/locations/fallingwater
These diagrams are included with the Fallingwater model by Myles Zhand and nottamun…