Seven Dales Heritage Run 2022

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. The Seven Dales Heritage Run was run again in 2022 on a nice 87 mile route set by Mike Brownlow through North Yorkshire and the Yorkshire Dales… beginning and ending at the Sherburn Aero Club.

As usual family members entered the event again this year… with Jon and Rosemarie entering in a 1966 Ford Mustang Shelby G.T.350, Simon with family friend Ron in an Audi A4 and ourselves in our Toyota MR2 Mk.3.



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Spatial.io – Resources


Spatial (https://spatial.io) is a multi-platform virtual space for art exhibitions, events, virtual offices, etc. This blog post provides resources related to Spatial.

Ready Player Me Avatar Integration

Ai Austin Home – Space in Spatial.io

https://spatial.io/s/Ai-Austins-Home-62a344b056c7600001ef67a1

Spatial.io Controls

Spatial “Team”

A team can be created and a shared meetup space for that team created.. e.g. “AiLand”. Others can then be invited to join the team via e-mail. With an appropriate environment (e.g. the 3D Outdoor Meetup space) a screen is available on which screen sharing, etc can be done.

You can set a space to be a team shared space by opening the space and using the “Share” icon in the top right hand corner (a figure with a “+”) to set the access to the space to the members of the group. The same settings also can allow group members to “Can Edit” the contents rather than just “Can View” them. This is necessary to give other members the ability to share their screen on in world objects. the

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Ruth2 v4 – Rigging in Blender

This is an updated blog post explaining how to take the Ruth2 v4 avatar mesh with included armature and export it in a form suitable for use in Second Life and OpenSim. The post is still under development to debug the process. Thanks to Ada Radius.

These notes describe the process to use Blender to take the Ruth2 v4 mesh avatar, including an “armature” for rigging and go through the process of exporting Collada (.dae) and importing to Second Life/OpenSim. It is largely based on notes and guidance from Ada Radius.

Gather Resources

A place to start is this GitHub Ruth2 Wiki page on… Clothing Creator Guide … and much more technical detail is in this Wiki page on… Blender and Rigging. Though as at 16-May-2022 these need an update.

  1. Blender 3.0.1 or later (using 3.1.0)
  2. Ruth2/Mesh/Ruth2_v4/Ruth2v4DevWithArmature.blend (GitHub/Ruth2)

Process Guide

Open Blender with a new project, remove default cube.

Check if Edit > Lock Object Modes is ticked tick and if so turn if off. Save as defaults for future via File -> Defaults -> Save Startup File.

Add Ruth2 v4 mesh parts dev kit via File > Append Ruth2v4DevWithArmature.blend and select the “Object” mesh part you want to work with (e.g Ruth2v4 for the head, body, legs and hands but no feet part). Open the “Object” item to get the list of parts available.

In the Outliner (usually to the right side of Blender), note that “OSSLFemaleCustVolBones” is the armature. The selected mesh part(s) is under that. There may be other mesh parts bundled in (like feet) which you can delete if they are not going to be part of your exported mesh. When using “Append” in Blender always bring in the “Object” which will pull in any related items needed, i.e. to avoid confusion, you should not try to only bring in the separate “Armature” part in this case.

In Outliner, if present Delete Light and Camera.

An alternative to the “append” process might be to just open Ruth2v4DevWithArmature.blend and choose to show (if necessary) and highlight the mesh part(s) you want to export.

Using top left menu in Object Mode, Select > All. Rotate the selection by +90 degrees on Z axis to face right in front orthographic view (make sure the armature also rotates).

Use Object > Apply > All Transforms to ensure all subparts of rotated outer container/mesh are transformed.



***** IS THIS NEEDED NOW AS ARMATURE ALREADY SET TO MESH? FOLLOWING NOT DONE IN THIS TEST

Select the armature OSSLFemaleCustVolBones and choose “Edit Mode”. Select > All, Armature > Bone Roll > Clear Roll.

In “Object Mode” and in outliner, select mesh first and then avatar_skeleton.xml. The armature must be the last thing selected. Then use Object > Parent (Ctrl/P) to get Parenting options. Set to “Armature Deform”. Parent should then be shown as avatar_skeleton.xml.

Now carefully check all the mesh properties as described in the Ada Radius guidance notes.


In the sample mesh part I was checking the Ruth2v4 (head, body and hands, no feet) already had the required single Armature Modifier, but also a “DataTransfer” Modifier to Ruth2v4FeetFlat. “DataTransfer” and “Weld” may be able to be left in as according to Ada Radius… “those are Modifiers that do apply well on export from Blender and import inworld. Not perfectly, but well”. So I left that in. Ada adds…

The Data Transfer Modifier has several uses. In this case I use it for separate objects that we want perceived as a single object inworld. With the settings I used, it matches the face corner normals to the target we point it to. It works fairly well, depending on inworld lighting and how well the textures match. If you see a modifier called “Weld” it’s the same thing

Export to Collada

Select the mesh part you wish to export (e.g. “Ruth2v4”)… note its the mesh part which is parented to the armature… i.e. do NOT select the parent armature (named “Ruth2v4WithArmature”).

File > Export > Collada.

Via the cog settings icon in the top right of teh export window use Operator Presets > SL+Open Sim Rigged (which sets nearly all settings needed).

Under the “Main” tab check the “Selection Only” and “Global Orientation Apply” boxes are ticked.


Detailed check of Export Collada options under each tab…

Main tab:

    Selection Only
    Include Armatures
    Global Orientation Apply
    Forward Axis Y
    Up Axis Z
    Texture options
    Copy
    UV – Only Selected Map

Geom(etry) tab:

    Triangulate
    Apply Modifiers Viewport
    Transform Matrix

Arm(ature) tab:

    Deform Bones Only
    Export to SL/OpenSim

Anim(ation) tab:

    Include Animations (may or may not be needed)

Extra tab:

    Use Blender Profile
    Sort by Object Name
    Keep Bind Info

For rigged mesh items (like the Ruth2 avatar mesh parts themselves, or rigged mesh clothing) in the Extra tab you must ALSO tick “Keep Bind Info” (otherwise the mesh in Second Life/OpenSim will look like a spindly deformed alien when imported).

Export the Collada.

Import – Mesh Upload to Second Life/OpenSim

Import to OpenSim/SL via the Mesh Uploader as usual. Make sure to use the Second Life only version of the viewer (with Havok Physics) if uploading to Second Life. Make sure to tick “Include Skin Weight” in the Options/Rigging tab if it is not already preselected. But “Include joint positions” should not be ticked.

Avatar Mesh in OpenSim after Texturing for Bakes on Mesh

Include image incorporating the relaxed hand Pose script and animation, and after texturing the mesh for Bakes on Mesh (BoM).

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Shirelands in OpenSim

David Denny has an OpenSim grid “Shirelands” with Lord of the Rings themed regions. He was the original creator of the OpenSim Archive Files (OARs) used by Fred Beckhusen for the Outworldz DreamGrid versions of these regions. See this blog post. David makes his regions available for personal use via the OAR Shop on Shoptly. There is a Lord of the Ring’s themed quest that leads you through the regions and navigation is possible via signposts.


  • http://seasofthassa.outworldz.net:8002/
  • Entry Hub: hop://seasofthassa.outworldz.net:8002/Shirelands Hub/264/206/22
  • Hobbiton and Bagshot Row: hop://seasofthassa.outworldz.net:8002/Hobbiton/281/402/28
  • Bree and Buckland: hop://seasofthassa.outworldz.net:8002/Bree and Buckland/95/11/3
  • Beorn’s House: hop://seasofthassa.outworldz.net:8002/Beorns House/144/29/22
    or Click on “New” sign at the Hub (as at 24-Apr-2022)
  • Mirkwood and Dol Guidor: hop://seasofthassa.outworldz.net:8002/Myrkwood/216/40/2
  • Rohan – Edoras: hop://seasofthassa.outworldz.net:8002/Meadowseld/205/293/2
  • Rivendell: hop://seasofthassa.outworldz.net:8002/Rivendell/223/77/61
  • David Denny says that Laketown, Dale and Halls of Stone regions may follow.

Hobbiton and Bagshot Row





sl360_Hobbiton_4096x2048_2048_20220426_162913
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Bree and Buckland



sl360_Bree_and_Buckland_4096x2048_2048_20220426_164108
sl360_Bree_and_Buckland_4096x2048_2048_20220426_164147

Beorn’s Home

Mirkwood and Dol Guidor


sl360_Myrkwood_4096x2048_2048_20220426_163845

Rohan – Edoras


Rivendell



sl360_Rivendell_4096x2048_2048_20220426_163648

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Virtual World Best Practice in Education 2022


The 15th Virtual World Best Practice in Education 2022 online conference titled “Phoenix Arising” took place in Second Life on 31st March to 2nd April 2022.

VWBPE 2022 Opening Event




sl360_VWBPE_Gateway_Pyxis_4096x2048_2048_20220331_155149

VWBPE 2022 KeyNote by Oksana Levytska

Oksana Levytska is Chair of the International Educational Coordinating Council of the Ukrainian World Congress (since 2019) and spoke on “Use of Virtual Technologies and Practices in Support of Ongoing Education During World Events”.


The following video formed part of the presentation and describes the use of online distance education to support students disrupted by the Invasion of Ukraine.

English speaking volunteer teachers and educators are sought to assist via distance education in tutoring or teaching students from Ukraine who may be displaced within Ukraine or currently refugees in other countries: https://forms.gle/GytB4wtXiy5BbvJT8

Lab News with Patch Linden



sl360_VWBPE_Lacerta_4096x2048_2048_20220331_190339

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Firestorm VR Mod 6.5.3

Firestorm 6.5.3 + P373R VR Mod: This build includes P373R’s VR Mod 6.3.3 changes merged into the Firestorm 6.5.3.65658 release branch.

Download the release installer from the “Assets” list at the bottom of the entry for the latest version available at https://github.com/humbletim/firestorm-gha/releases/

The user instructions are similar to Firestorm VR Mod 6.4.12 which is described at https://blog.inf.ed.ac.uk/atate/firestorm-vr-mod-6-4-12/

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

Firestorm VR Mod 6.5.3 is created using “GitHub Actions” (GHA) thanks to @humbletim and @thoys. Minor manual changes are made the VR Mod 6.3.3 code for the merge, which otherwise continues to be suitable. Some of the code for performance metrics wants to be just ahead of rendering, which is where the VR Mod inject points also wanted to be. Since they are independent it’s just a matter of explaining to git they are unrelated and can exist in any order. The cmake scripts are also amended to auto-include openvr.dll.

The App name has been changed to “FirestormVR” so the installation can exist side-by-side with stock Firestorm if desired. Settings are also stored in the different user folder C:/Users/<name>/AppData/Roaming/FirestormVR_x64.

This release is for Windows, and a Linux build compiles but entering into VR mode via SteamVR remains to be tested.

To improve frame rate (FPS) you might opt to set shadows to “None”, Water reflections to “None: Opaque” and use a reasonably low draw distance appropriate to the scene. Also close viewer UI windows and tools and detach any HUDs you are not actively using. See advice on FPS improvement and the new “Performance Floater” and “FPS Autotune” capabilities in Beq Janus’s Blog Post (21-Mar-2022).

WARNING: Modern VR HMD systems have async reprojection (which helps prevent low frame rate nausea), but as it stands right now, accessing Second Life/OpenSim in VR mode is only for the very brave.

Misaligned VR Cursor

Gaffe on Discord notes: Firestorm VR Mod’s VR cursor will have a small-to-extreme offset on Windows in particular if you are using Windows UI Scaling with any settings OTHER than 100%.
To fix the VR cursor offset, set the Windows UI Scaling for your primary display to 100%

Update: Jumbled VR Initialisation Text:

I have noted that Ctrl+Tab to start the SteamVR/HMD device software sometimes shows jumbled letters for the VR driver initialisation message, and once that occurs using Tab to launch VR mode does not give a VR display in the HMD.

After some experimentation, I found that after starting Firestorm VR Mod, rather than going straight to Cltrl+Tab to set up for VR devices, I first dismiss the onscreen message with Tab, and THEN do a Ctrl+Tab after which the full message without missing letters immediately appears, and SteamVR/Oculus is launched and when the Tab is then used the VR mode works properly.

This may be a temporary situation and could be related to driver updates or SteamVR changes, but if you see the same thing, try the Tab and then Ctrl+Tab sequence once or twice to see if that also works for you.

Posted in Second Life | 1 Comment

Dyrhólaey in Second Life


“Dyrhólaey” is an atmospheric Second Life build on the “Aride Isle” region in March 2022 by Serene Footman. It is themed after an island in the North of Iceland.




360° Snapshots – Click on Image to See Panorama in Flickr

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sl360_Aride_Isle_4096x2048_2048_20220325_153047

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Law on NFTs

On 17-Mar-2022, the Law School at the University of Edinburgh ran an online Zoom workshop and panel discussion on NFTs and the law, to accompany an exhibition event at Edinburgh InSpace entitled “A Token Gesture“.

Chair: Smita Kheria, University of Edinburgh.

Speakers: Burkhard Schafer (University of Edinburgh), Andres Guadamuz (University of Sussex) [Slides Here] and Sean Thomas (University of York).

NFT related resources – https://nft.inspace.ed.ac.uk/resources

https://www.law.ed.ac.uk/news-events/events/funging-nonfungable-laying-down-law-nfts


NFT Examples from technollama (aka Andres Guadamuz, University of Sussex), e.g. his Nyan Cat NFT

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HG Safari – Silent Refueling

The Hypergrid Safari Group met on 16th March 2022 to visit Outworldz grid’s “Silent Refueling” grid by Fred Beckhusen (avatar: Ferd Frederix) with building support from “Joe Builder”. The grid can be accessed via http://www.outworldz.com:9000. “Silent Refueling” is a tribute to the 1972 science fiction film Silent Running directed by Douglas Trumbull.

There is a “Silent Refueling Base” region (US spelling) where the bio-pods are prepared for launch out to space freighters which house them for security away form Earth, and a “Silent Refueling” region (again US spelling) where the space freighters are refuelling in the rings of Saturn. The events take place just before the time of the movie.

Silent Refueling Base

hop://www.outworldz.com:9000/Silent Refueling Base/401/737/28




Silent Refueling

hop://www.outworldz.com:9000/Silent Refueling/355/464/2178




HG Safari Visit to Silent Refueling on 16-Mar-2022

Thirza Ember Blog Post – https://hgsafari.blogspot.com/2022/03/safari-goes-silent.html










Fred Beckhusen (avatar: Ferd Frederix) in the DreamGrid setup creates visitor maps showing times that users are on a DreamGrid region. This is the map for the Outworldz Silent Refueling. Look for the 03/16/2022 visitor numbers (38 users). Note the date is in US format with mm/dd/yyy.

http://outworldz.com:8000/Stats/map.htm?q=Silent%20Refueling

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Frame – Resources

Frame (https://framevr.io) is a browser-based platform for immersive team collaboration, events, education, virtual offices, digital twins, etc. It can be embedded as a virtual space within Microsoft’s Teams. This blog post provides resources related to Frame.



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OpenSimulator Twitter Community

A Twitter Community for “OpenSimulator” has been set up. Such communities are a new group feature on Twitter.

Currently only members can send a tweet to the community to reduce spam. Please keep content directly relevant to OpenSimulator community.

https://twitter.com/i/communities/1499373889234903042

The rules of the Community are:

  1. Be kind and respectful.
  2. Keep Tweets on topic.
  3. Explore and share.

OpenSimulator Discord Group

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OpenVCE for OpenSim 2022

The OpenVCE OpenSim Archive (OAR) file provides a collaboration and meeting area. It can be loaded onto any OpenSim region to provide a range of useful facilities for a group or community. The OpenVCE virtual world assets were originally provided by Clever Zebra working with the OpenVCE project at AIAI, University of Edinburgh for an international project in 2009. An improved OAR file has been provided at 27-Feb-2022 via http://openvce.net/downloads/2022/.

OpenVCE and I-Room Assets

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

The “I-Room” is a simplified version of the “Virtual Space for Intelligent Interaction” with some AI task support connected facilities not enabled.

A demonstration of the OpenVCE region is available on OSGrid via hop://hg.osgrid.org:80/OMI/124/128/23

Collaboration Spaces

    Central Plaza – hop://hg.osgrid.org:80/OpenVCE/124/128/23
    Map Board – Teleporters – hop://hg.osgrid.org:80/OpenVCE/150/100/23

    I-Room – Clickers – Virtual Space for Intelligent Interaction                    hop://hg.osgrid.org:80/OpenVCE/128/88/23
    Classroom – Clickers – hop://hg.osgrid.org:80/OpenVCE/82/128/23

    Expo Pavilion A – hop://hg.osgrid.org:80/OpenVCE/100/185/23
    Expo Pavilion B – hop://hg.osgrid.org:80/OpenVCE/156/185/23
    Dome – hop://hg.osgrid.org:80/OpenVCE/50/50/23
    Amphitheatre – hop://hg.osgrid.org:80/OpenVCE/34/222/23
    Breakout Rooms – hop://hg.osgrid.org:80OpenVCE/42/214/23

    Project Space 1 – hop://hg.osgrid.org:80/OpenVCE/172/214/23
    Project Space 2 – hop://hg.osgrid.org:80/OpenVCE/235/214/23
    Group Suite Yellow – hop://hg.osgrid.org:80/OpenVCE/245/200/24
    Group Suite Blue – hop://hg.osgrid.org:80/OpenVCE/245/178/24

    Hilltop Viewpoint- hop://hg.osgrid.org:80/OpenVCE/178/75/44
    Cavern Campfire – hop://hg.osgrid.org:80/OpenVCE/191/65/21
    Picnic Tables – hop://hg.osgrid.org:80/OpenVCE/46/70/22
    Offshore Canyon – hop://hg.osgrid.org:80/OpenVCE/240/110/22

Media and Presentation Screens

There are a number of media and presentation screens available.

  • The “Clever Zebra Presentation System” in the Amphitheatre can have multiple screens operating on separate channels and uses a laptop to control the slides sent to any screen via the selected channel. The slides are loaded into the laptop and presented in alphabetical order. A slide named “logo” is used for the “off” texture. Control is possible by any avatar that has the selected group active with the default scripts.
  • The Freeview Screen can show any slide for textures added into the screen on a manual basis or loop through them. It can also be set to show a wide range of media, web pages, movies, etc. using the single “media texture” of the land plot it is on (set via the “Parcel Details”/”About Land” Media tab for those with appropriate permission). Control is possible by any avatar that has the selected group active with the default scripts.
  • The OpenVCE SlideShow screen can present any texture loaded into it, with thumbnails displayed along its bottom edge. This screen is usually open to any user. Control is possible by any avatar that has the selected group active with the default scripts.
  • OpenVCE Presenter is a screen which can show media set up within the screen or via URLs from web sites, such as PowerPoint presentations. It requires a web service to operate, so may not be available in all setups.
  • Media on a Prim (MOAP) screens can show the contents of a URL including embedded video, etc, useful for YouTube videos including live streams. Usually any user can set the URL though group or social arrangements may be in place to ask you to avoid changing URLs being shared. For web sites where a login is required you usually see your own view personal of the content.
  • GraffitiBoard is a simple mechanism for displaying text messages.

Clickers

Voting or acknowledgement “clickers” are available in two of the meeting spaces, in the I-Room and the Classroom. A control button clears the clickers in the specific space.

Voice

If you have a suitable Vivox account, all spaces can be enabled for Vivox 3D positional voice, which will drop off depending on distance from avatar camera. At present on the OSGrid OpenVCE demonstration region, to keep things simple, the spaces are not given boundaries to separate voice channels for different meetings areas, though that can be done if it becomes useful.

Permissions and Land Zones

OpenSim allows for a wide range of permissions for building on regions, controlling objects in world, taking copies of items, etc. These can be on an individual avatar basis, or for members of groups, etc. The object group settings and permissions may need to be adjusted to allow for specific group members or those with specific roles within the group to be given access to screens, etc. Areas of land on a region can be made into separate land plots ort zones to control the propagation of voice and allow for different access and functionality.

Sources and Downloads

The OpenSimulator Archive (OAR) file that allows the entire region and its resources to be duplicated on other OpenSim grids or elsewhere is available via:

Licencing and Attribution

The OpenVCE region models, originally for Second Life and OpenSimulator, are openly and freely available and openly licenced using the permissive GNU Lesser General Public License (Version 3, 29 June 2007). But an alternative licence for those that may prefer it is Creative Commons By-Attribution (CC BY 4.0).

https://www.gnu.org/licenses/lgpl-3.0.en.html
https://creativecommons.org/licenses/by/4.0

Attribution:

    Design and Development: Clever Zebra (http://cleverzebra.com)
    Inputs from AIAI, University of Edinburgh (Austin Tate, Stephen Potter)
    The development of these resources was supported by a grant from the OpenVCE project (http://openvce.net).

The OpenVCE approach makes use of modular components from many other open source contributors and communities, and are available under their respective licences. Most parts are available from their normal open source download site.

2016-05-10-MOSES-OpenVCE_004 2016-05-10-MOSES-OpenVCE_005
2016-05-10-MOSES-OpenVCE_007 2016-05-10-MOSES-OpenVCE_009

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Active Worlds

This blog post is to provide resources and access links for Active Worlds – https://www.activeworlds.com/, an online virtual world launched in 1995 and predating Second Life which launched in 2003 [Wikpedia].

Video by Straszfilms “Active Worlds: The 27-Year-Old Virtual World You Haven’t Heard Of”

More Information: https://strasz.tv/active-worlds-the-27-year-old-virtual-world-you-havent-heard-of/

Create Free Public Account: https://www.activeworlds.com/ssl/forms/view.php?id=17831

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History of SecondLife and OpenSim VR Viewers

These notes were originally posted on the Discord Firestorm VR Mod channel to explain the history behind the various 3D and VR Viewers for Second Life and OpenSim. They are collected together here for convenience.

Pre-VR HMD 3D Approaches

The 3D Lab at the University of Michigan added 3D stereoscopic viewing capabilities to the Second Life viewer via a patch in 2007.
https://jira.secondlife.com/browse/VWR-2972

From mid 2011 Kirsten’s Viewer added a 3D anaglyph (red/cyan glasses) viewer capability.

https://blog.inf.ed.ac.uk/atate/2012/03/04/second-life-viewing-in-3d-with-redcyan-glasses/
https://blog.inf.ed.ac.uk/atate/2017/05/05/second-life-in-anaglyph-3d-using-kirstens-viewer/
https://blog.inf.ed.ac.uk/atate/2020/04/11/kirstens-viewer-update-with-anaglyph-3d/

From 2014 David Rowe in the CtrlAltStudio viewer added 3D stereoscopic capabilities for anaglyptic (red/cyan) glasses to modify Firestorm. It could also support the Nvidia 3D a active shutter glasses with 100Hz monitors (dithered between two images). CtrlAltStudio also added gesture tracking with the Microsoft Kinect Sensor.

David Rowe’s CtrlAltStudio

When the Oculus VR headsets first appeared, David Rowe amended CtrlAltStudio to do very nice VR support for the Oculus Rift. It was later amended when the Oculus Rift DK2 and software drivers appeared that allowed a more direct feed to the HMD. This approach gave a really good crisp image. But it needed a lot of maintaining, so as soon as LL said they were doing a VR viewer he stopped development of CtrlAltStudio. His approach though is probably still the best we have seen.

https://blog.inf.ed.ac.uk/atate/2014/08/20/oculus-rift-dk2-ctrlaltstudio-viewer-tests/
https://blog.inf.ed.ac.uk/atate/2015/10/16/virtual-reality-in-second-life-and-opensim-using-the-ctrlaltstudio-viewer/
https://blog.inf.ed.ac.uk/atate/2016/07/12/testing-ctrlaltstudio-viewer-1-2-6-43402/
https://blog.inf.ed.ac.uk/atate/2016/07/19/ctrlaltstudio-viewer-1-2-6-43412-performance-testing/

Technical Approach: description to be added
@Hypnos on Discord commented… the CtrlAltStudio approach used variable focus based on distance to camera, adjusted to the scale of Second Life/OpenSim.

Linden Lab Experimental VR Viewer

VoidPointer Linden developed the LL VR viewer through several versions and I worked with him at the time as things developed using the repository nightly builds and giving him a lot of feedback. VoidPointer was a real enthusiast for VR and even was a kickstarter backer for the original Oculus. The viewer was in my opinion almost ready to go for users willing to make sure the frame rate was appropriate for the area being used. The viewer did try (in my opinion) to put too much into VR mode… making lots of tools and windows/menus etc be in the 3D space. It assumed everyone would keep their headset on 100% of the time (as did Sansar and High Fidelity). I think personally that’s a mistake. I believe people will use 2D for most things and switch to 3D for the immersive experience when needed.

https://blog.inf.ed.ac.uk/atate/2014/09/05/oculus-rift-dk2-linden-lab-rift-project-viewer/

But it got put to one side as I think they thought frame rates could not be high enough. Then they really ruined it in its very final version .. NOT by VoidPointer who had left by then. I understand a summer intern worked on it. Basically it was rubbish when that version was released and that seemed to be an indicated to Philip Rosedale (still there at the time) that it should be scrapped as a development route. If they go back to their approach they must ditch all the mods made in that final summer – i.e. go back to VoidPointer’s last commit.

https://blog.inf.ed.ac.uk/atate/2014/09/05/oculus-rift-dk2-linden-lab-rift-project-viewer/

Alternative Approaches Using Generic VR Packages


VorpX allows some applications and games not specifically designed for VR headsets to work in 3D/VR mode. It should work with Second Life, Firestorm and other virtual world viewers.

https://blog.inf.ed.ac.uk/atate/2016/07/28/second-life-and-opensim-in-vr-using-vorpx/

On a test of vorpX again with the most recent version in February 2022, the tool did not seem to attach to Firestorm to provide VR capability.

Peter Kappler’s Firestorm VR Mod

Finally, from 2019 Peter Kappler created his VR Mod to Firestorm code using the SteamVR headset independent approach (so it should work with any headset make) with the intention of making an easier to insert and hence maintain approach. But its a similar approach and basically halves the frame rate, and the image quality and size is limited by the size of the 2D monitor in use.. unless some techy settings are changed. Folks with 4K monitors report excellent image quality. I have a 1920×1200 monitor and on my Oculus CV1 and DK2 the image looks fine, but not as crisp as CtrlAltStudio. But the advantage is that we are able to insert the VR Mod code into Firestorm releases as they are made.

Technical Approach: description to be added

@humletim on Discord along with an approach initiated by @thoys on Discord set up an automated build process for Firestorm VR Mod using Peter Kappler’s code (version 6.3.3 still being the current version which continues to work) and release versions of Firestorm to use “GitHub Actions” (GHA) to build releases of Firestorm VR Mod. This has been used since Firestorm 6.4.12 to make the release most people use and continues to work up to Firestorm 6.5.3 at the time off writing this blog post.

https://blog.inf.ed.ac.uk/atate/2019/11/28/firestorm-vr-mod-6-3-3/
https://blog.inf.ed.ac.uk/atate/2020/12/11/firestorm-vr-mod-6-4-12/
https://blog.inf.ed.ac.uk/atate/2022/02/06/firestorm-vr-mod-6-5-3/

Variants of Firestorm VR Mod

A few people are experimenting with using the video frame buffer differently to get higher quality VR images but none have made it to a stage where most people use their experiments yet. The Discord group for Firestorm VR Mod has folks discussing those changes.

@sgeo on Discord created a variant of Peter Kappler’s code which sets the VR settings automatically for the various VR HMDs rather than needing the FN keys to set them up.

Cuteulala Artis told me how she improved Peter Kappler’s code. She said “Yes his VR viewer needed a lot of work. I remove the adjustment settings and things and made it automatic, made the cameras superiorly smoother and added hand tracking with physics.

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Second Life Reading Matter

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Musee Dezentral – NFT Museum

A browser-based viewer to look at Non-Fungible Token (NFT) owned artworks in the Metaverse created by @museedezentral. A Ready Player Me avatar can be used for your own appearance, though on a visit I could not seem my own avatar in the viewer.

Visit via https://musee-dezentral.com

Displaying art so owners can display their property and others can enjoy and discuss it (via chat) is a positive thing, But unfortunately the acquisition of ownership via Non-Fungible Tokens (NFTs, the cryptocurrency that is used for purchases, and the blockchain methods used to validate them comes at an enormous environmental cos. Surely there is a simpler and less impactful method to engage with artists a d the display and appreciation of art.

InSpace Art Gallery and Virtual Art

For example, see this virtual art gallery created back in 2008 in Second Life and OpenSim (Openvue grid) showing virtual and replicas of real artworks and sculptures… and visitable in VR… https://blog.inf.ed.ac.uk/atate/2017/12/14/vue-virtual-art/

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Metaverse Fashion Week 2022

Fashion designer Jonathan Simkhai (@JonathanSimkhai) partnered with @Everyrealm & @BlueberryMeta to produce avatar clothing and the Metaverse Fashion Week runway fashion show event inside Second Life. The event was covered in various fashion magazines and on fashion web sites.



Promotional images from Jonathan Simkhai, Blueberry, Everyrealm and OceanSea social media

Discord “Ask Me Anything” (AMA) Session – 17-Feb-2022

Second Life Metaverse Fashion Show (9pm GMT, 17-Feb-2022)


360° Snapshot using Second Life Viewer 6.5.2 and Firestorm 6.5.3 Beta


VR View on Oculus Rift using Firestorm VR Mod 6.4.21 and 6.5.3 Beta


Jonathan Simkhai and Models (Images from Second Life and Jonathan Simkhai)


Fashion Available at Blueberry Main Store in Second Life

TBA

Real Life Clothing – Jonathan Simkhai Fall Winter 2022 Collection

Images from Jonathan Simkhai (https://jonathansimkhai.com) and Runway360 (https://runway360.cfda.com/designers/jonathan-simkhai/jonathan-simkhai-fall-winter-2022)

Update: 1-Jun-2022 – theindustry.fashion

Metaverse fashion label Blueberry Entertainment completes all-female senior leadership team – theindustry.fashion – Blog Post – Jeremy Lim – 1-Jun-2022

Posted in Second Life | Tagged , | 1 Comment

OMI Group Space on OpenSim

https://omigroup.org – Bridging virtual worlds by designing and promoting shared protocols.

This blog post is to provide details of one of several virtual world and metaverse platform meeting spaces for the OMI Group. This one is the “OMI” region on the OSGrid for the OpenSim community.

Quickstart:

  1. Get an OpenSim avatar at http://osgrid.org if you don’t already have one.
  2. Download and install the OpenSim compatible version of 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 “OMI” region and teleport there.

A virtual world social space for OMI group use is available on the OpenSimulator-based OSGrid platform. This is to help OMI Group participants to maintain contacts and have meeting spaces to share ideas. OMI group participants without an existing OpenSim grid avatar should obtain a free one on OSGrid (the OpenSim community grid) via http://osgrid.org.

The OSGrid OMI 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 OMI” or this “hop” in viewers which support that (e.g. Firestorm):

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

OpenVCE and I-Room Assets

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.

The “I-Room” is a simplified version of the “Virtual Space for Intelligent Interaction” with some AI task support connected facilities not enabled.

OMIgroup

An “OMIgroup” 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 independent of where an avatar is located on OSGrid. Join via one of the signs on the OMI region, by using the viewer group search for “OMIgroup”, or by pasting the link below in chat within the viewer and clicking it.

    hop://login.osgrid.org/app/group/3c99005c-9ab6-4592-abcc-bf0b9cf3ba5b/about

Collaboration Spaces

    OMI Central Plaza – hop://hg.osgrid.org:80/OMI/124/128/23
    OMI Map Board – Teleporters – hop://hg.osgrid.org:80/OMI/150/100/23

    OMI I-Room – Clickers – Virtual Space for Intelligent Interaction
                                 hop://hg.osgrid.org:80/OMI/128/88/23
    OMI Classroom – Clickers – hop://hg.osgrid.org:80/OMI/82/128/23

    OMI Expo Pavilion A – hop://hg.osgrid.org:80/OMI/100/185/23
    OMI Expo Pavilion B – hop://hg.osgrid.org:80/OMI/156/185/23
    OMI Dome – hop://hg.osgrid.org:80/OMI/50/50/23
    OMI Amphitheatre – hop://hg.osgrid.org:80/OMI/34/222/23
    OMI Breakout Rooms – hop://hg.osgrid.org:80/OMI/42/214/23

    OMI Project Space 1 – hop://hg.osgrid.org:80/OMI/172/214/23
    OMI Project Space 2 – hop://hg.osgrid.org:80/OMI/235/214/23
    OMI Group Suite Yellow – hop://hg.osgrid.org:80/OMI/245/200/24
    OMI Group Suite Blue – hop://hg.osgrid.org:80/OMI/245/178/24

    OMI Hilltop Viewpoint- hop://hg.osgrid.org:80/OMI/178/75/44
    OMI Cavern Campfire – hop://hg.osgrid.org:80/OMI/191/65/21
    OMI Picnic Tables – hop://hg.osgrid.org:80/OMI/46/70/22
    OMI Offshore Canyon – Scuba Dive – hop://hg.osgrid.org:80/OMI/240/110/22

Media Screens and Presenters

There are a number of media and presentation screens available.

  • The “Clever Zebra Presentation System” in the Amphitheatre can have multiple screens operating on separate channels and uses a laptop to control the slides sent to any screen via the selected channel. The slides are loaded into the laptop and presented in alphabetical order. A slide named “logo” is used for the “off” texture. Control is possible by any avatar that has the selected group active with the default scripts.
  • The Freeview Screen can show any slide for textures added into the screen on a manual basis or loop through them. It can also be set to show a wide range of media, web pages, movies, etc. using the single “media texture” of the land plot it is on (set via the “Parcel Details”/”About Land” Media tab for those with appropriate permission). Control is possible by any avatar that has the selected group active with the default scripts.
  • The OpenVCE SlideShow screen can present any texture loaded into it, with thumbnails displayed along its bottom edge. This screen is usually open to any user. Control is possible by any avatar that has the selected group active with the default scripts.
  • OpenVCE Presenter is a screen which can show media set up within the screen or via URLs from web sites, such as PowerPoint presentations. It requires a web service to mperate, so may not be available in all setups.
  • Media on a Prim (MOAP) screens can show the contents of a URL including embedded video, etc, useful for YouTube videos including live streams. Usually any user can set the URL though group or social arrangements may be in place to ask you to avoid changing URLs being shared. For web sites where a login is required you usually see your own view personal of the content.
  • GraffitiBoard is a simple mechanism for displaying text messages.

Clickers

Voting or acknowledgement “clickers” are available in two of the meeting spaces, in the I-Room and the Classroom. A control button clears the clickers in the specific space.

Voice

All spaces are enabled for Vivox 3D positional voice, which will drop off depending on distance from avatar camera. At present, to keep things simple, the spaces are not given boundaries to separate voice channels for different meetings areas, though that can be done if it becomes useful.

Permissions and Land Zones

OpenSim allows for a wide range of permissions for building on regions, controlling objects in world, taking copies of items, etc. These can be on an individual avatar basis, or for members of groups, etc. Initially the OMI region on OSGrid may need to be adjusted to allow for “OMIgroup” members or specific roles within the group to be given access to screens, etc. Areas of land on a region can be made into separate land plots ort zones to control the propagation of voice and allow for different access and functionality.

Sources and Downloads

The OpenSimulator Archive (OAR) file that allows the entire region and its resources to be duplicated on other OpenSim grids or elsewhere is available via:

Core collaboration space has some shelves for additional assets which are
unstocked to keep the OAR size, and resulting inworld asset database small
for replication as necessary. Stocked version has Ruth2 and Roth2 mesh avatars and other open source assets.

OSGrid OMI Region Statistics

OSGrid OMI Region Access Statistics

OMI Inworld Items

On the OMI Region near the Central Plaza there are shelving racks with a range of avatars, OMI branded T-Shirts, attachable animated mugs, etc.

Visit in VR or 360° Degree Panoramas

Using Firestorm VR Mod (see this blog post or find latest version) you can visit and use the OSGrid OMI region collaboration and meeting facilities via a VR Head Mounted Display.

Or take and view 360° panorama snapshots with the Firestorm Viewer 6.5.3 or later which can be viewed, e.g., via Flickr… Click on thumbnails below to view 360° images on Flickr…
sl360_OMI_4096x2048_2048_20220218_120853 sl360_OMI_4096x2048_2048_20220218_120944

Alternative Formats and Platforms

The OpenSim region content is also available in alternative formats and for different platforms.

Licencing and Attribution

The OpenVCE region models, originally for Second Life and OpenSimulator, are freely available and openly licenced using the permissive Lesser GNU Licence. But an alternative licence for those that may prefer it is Creative Commons By-Attribution (CC BY 4.0).

Attribution: Clever Zebra (http://cleverzebra.com) and OpenVCE Project (http://openvce.net), AIAI, University of Edinburgh (Austin Tate, Stephen Potter).

Update 23-Feb-2022: OMI Weekly Meeting Visit to OSGrid OMI Region…

Update: 9-Oct-2022: The OMI region OAR is also now available via the OpenSim DreamGrid distribution list of free OARs.

OMI is also available as an OAR that ca be loaded onto a standard 256m x 256m region on DreamGrid, one of the largest OpenSim distributions [OAR File, Readme, Thumbnail Image]. CC BY-NC.

Also available at the Outworldz OAR Library via
https://www.outworldz.com/cgi/freesculpts.plx?q=OMI

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Silent Running

Silent Running PosterThe 1972 Film “Silent Running” directed by Douglas Turnbull has a central plot of a future where scientists have sought to protect the environmental diversity of Earth’s natural resources by creating a protected “island” in space – on converted commercial space freighters. The featured spaceship, the “Valley Forge”, has biodomes with service drones – Dewey, Huey and Louie – looking after the spaceship and the plant life on board. SciFi and futurist novels and films give us a way to explore our own joint future and to consider the consequences of our actions.

Silent Running - Valley Forge in Celestia

Dewey, Huey and Louie

This post will have some details of the Valley Forge service drones.

Sketchfab 3DWarehouse Models by Martin T. Drone 1 (Dewey), Drone 2 (Huey), Drone 3 (Louie)

Destiny Models Resin Model Kits of Drones – https://www.destinymodels.co.uk

Bronson Canyon Resin Model Kits of Drones and Cheryl Sparks (who at age 17 portrayed “Huey”) Articles – http://www.bronsoncanyon.com/

Concept Sketches of Drones – http://filmsketchr.blogspot.com/

Fred Beckhusen Drones for OpenSim

Fred Beckhusen (avatar: Ferd Frederix) is creating a build for the DreamGrid Outworldz OpenSim-based grid based on Silent Running. It is called “Silent Refueling” and is set a few days before the events depicted in the film. Valley Forge is in the rings of Saturn harvesting material for fuel.

Fred has used the Sketchfab 3DWarehouse drone model by Martin T. and simplified it a lot to make it suitable to import into OpenSim so that an OpenSim avatar and NPC can be used in his build.

The Making of Silent Running – Documentary – 1972

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Blade Runner in Second Life

A Second Life build by Hera (zee9) depicting the city scene from the 1982 film Blade Runner. Visit via the arrival portal on the Cloud Lake region via https://maps.secondlife.com/secondlife/Cloud%20Lake/98/100/395
and then click on the board to Blade Runner… http://maps.secondlife.com/secondlife/Cloud%20Lake/124/148/46

See also Inara Pey’s Blog Post on Hera’s Blade Runner build in Second Life (6-Feb-2022).

Hera also created wonderful atmospheric Second Life builds of Gotham (see this blog post – 17-Nov-2021), Whitby (see this blog post – 17-Oct-2021) and Whitechapel (see this blog post – 17-Nov-2021).

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Hypergrid Safari – Travel Outfit and Travel Kit

HG Safari Visit on 2nd February 2022 at 12 noon SLT (20:00 hrs UT)

clipart-suitcase

  • Topic: Travelling in the Metaverse – Defining Your Travel Outfit and Suitcase
  • Host: Ai Austin
  • Date and Time: 2-Feb-2022, 12 noon SLT (20:00 hrs UT)
  • Gathering Point: OSGrid – HG Safari (Clubhouse)
    hop://hg.osgrid.org:80/HG Safari/121/136/22
  • Visit Location: OSGrid – Space City (Campfire & Media Centre) hop://hg.osgrid.org:80/Space%20City/200/200/22
  • Modalities: Text chat and in-world slides presentation. Voice from host.
  • Resources: http://www.aiai.ed.ac.uk/~ai/resources/2022-02-02-HG-Safari/



Slides are at http://www.aiai.ed.ac.uk/~ai/resources/2022-02-02-HG-Safari/

360° Snapshots

Click image to view 360° snapshots on Flickr… taken with Firestorm 6.5.3 Beta for Second Life and OpenSim…

sl360_Space_City_4096x2048_2048_20220202_204057
sl360_Space_City_4096x2048_2048_20220201_153703

VR

The event was also available in VR, e.g. via an Oculus Rift head mounted display, thanks to Firestorm VR Mod 6.4.21 (see this blog post)…

Resources:

Next Generation Virtual Worlds – Social Web + Virtual Worlds + Content + People

I have written about this before… in a nutshell… I would like to see a grid of grids approach, a single instance world where travel is possible with a common identity and a suitable “travel outfit” and “travel pack” or “suitcase” (intelligently filtered and adapted) and where radically different newer technologies and user interactivity modalities can be introduced alongside legacy facilities and which can gradually build a community and content.

socialweb-vw-content-people


Thirza Ember created a blog post about the Hypergrid Safari trips on 2-Feb-2022… https://hgsafari.blogspot.com/2022/02/a-packed-safari.html


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360° Snapshots in OpenSim

We have had the capability to create 360° Snapshots in Second Life since 2016 and the full release of the capability in the default viewer from 2021. Now Firestorm 6.5.3 is incorporating the same capability, allowing 360° Snapshots in both Second Life and OpenSim.

Black Rock Region on OSGrid

Here are some snapshots of the Black Rock region on OSGrid showing Supercar and the Black Rock Laboratory from Gerry Anderson’s TV shows from the early 1960s. Click on any image below to view the 360° image on Flickr…

sl360_Black_Rock_4096x2048_2048_20220201_154426
sl360_Black_Rock_4096x2048_2048_20220201_154635
sl360_Black_Rock_4096x2048_2048_20220201_154645

RGU Oil Rig on OSGrid

Here are some snapshots of the Oil Rig region on OSGrid showing Colin Hetherington’s mesh model of an oil rig used for immersive VR training exercises for North Sea oil rig workers at RGU’s Oil and Gas Centre. See this blog post. Click on any image below to view the 360° image on Flickr…

sl360_Oil_Rig_4096x2048_2048_20220201_170421 sl360_Oil_Rig_4096x2048_2048_20220201_164421
sl360_Oil_Rig_4096x2048_2048_20220201_164521 sl360_Oil_Rig_4096x2048_2048_20220201_165113

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VRChat

I first looked at VRChat on desktop and the Oculus Rift in 2014 (see this blog post). Things have moved on a lot since then. This blog post brings together some links and resources related to VRChat.


Note also that VRChat now uses the web site vrchat.com rather than the earlier no longer available vrchat.net.

Avatars

Avatars can be created in a range of tools and made available in VRChat.

Worlds

As well as a wide range of environments or “worlds” created by others, you can create and upload your own environment.

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Designing the Metaverse – Discussion with Philip Rosedale

The discussion was on several platforms…

Twitter Spaces and Relay onto Media Screen in Second Life


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Make Avatar – Resources

This blog post is to provide resources and access links for Make Avatar (MakeAvatar™) by Haptic Monkey – a tool to create an avatar and its clothing which can be exported as a JSON (.json) file or to .glb (binary glTF) format and from there imported into a range of virtual worlds or platforms such as Vircadia, Unity, etc.

http://makeavatar.s3-website-us-east-1.amazonaws.com/

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Vircadia – Resources

Vircadia is the continuation of the previous work by High Fidelity (see my earlier blog posts). This blog post is to provide resources and access links for Vircadia – https://vircadia.com

Vircadia Interface


Vircadia Server

Vircadia Server can be installed at the same time as the interface, then once a “domain” is started it gives a simple flat work surface to build upon and this can be visited in the interface. Then you can go to your vircadia.com user account dashboard and add a “place” with a chosen name to allow others to discover your domain and visit it.

Usually, only port 40102 for UDP access must be publicly exposed to permit others to connect to your domain.

3D models in FBX, glTF, or OBJ formats that are hosted at an external URL can be imported and placed in a domain. The images above show a couple of my test meshes (FBX in these cases).

Avatar Makers

Create Avatars Info: https://docs.vircadia.com/create/avatars/create-avatars.html

ReadPlayerMe: https://readyplayer.me
Make Avatar: http://makeavatar.s3-website-us-east-1.amazonaws.com/

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Getting Started in Second Life

This blog post is to assist new users to get started quickly with the creation of a new “avatar” in Second Life, a virtual world in which an avatar represents the user as they experience locations in 3D. To make the initial avatar creation experience helpful and to install a “virtual world viewer” that will also work with the open source “OpenSimulator” (aka “OpenSim”) platform, it is suggested that the “Firestorm” viewer is used.

0. System Requirements

Second Life can be used on Windows, MacOS and Linux. It needs a desktop or laptop machine and is not (yet) suitable for use on a tablet or mobile phone (though simplified access interfaces do exist for such mobile platforms). A decent graphics card makes the experience and frame rate that can be achieved much better, but even low end graphics cards do work and the system will try to set your graphics levels appropriate to your system (in terms of view distance and graphics quality).

1. Create an Avatar

https://www.firestormviewer.org/join-secondlife/

The Firestorm Viewer Second Life join up link makes for a simpler and easier to understand initial avatar creation process. The Second Life join up process delays initial avatar creation until after first login and may not suit everyone. (see this blog post).

Choose an avatar appearance you are happy with for the first login. Don’t worry too much about your initial appearance, the avatar itself and its clothing can be changed inside Second Life after login.

2. Download and Install the Firestorm Viewer

Download the OpenSim (also supports Second Life) version https://www.firestormviewer.org/os-operating-system/

Firestorm is a properly authorised “third party viewer” and is the most popular viewer used to access Second Life. There are two versions, one that only works for Second Life and another that works for BOTH OpenSim and Second Life. The web site encourages you to use the Second Life only version if you are not accessing OpenSim, but that is only because a commercial physics library (Havok) is included with the Second Life version, and cannot be included in the version that works with the open source OpenSim. This is only relevant if you wish to upload “mesh” content and rigged mesh avatars, in which case the Havok Second Life only version is recommended for Second Life. However, if this arises later for you, the “official” Linden Lab Second Life viewer can also be installed and works fine even installed alongside the Firestorm viewer.

3. Initial Virtual World Login and Avatar Appearance

Now log in to Second Life with your avatar and follow the initial new user start up trail to get used to the controls.

4. Visit a Virtual World Region

When you feel ready you can go to other locations. Look at the map (accessible by one of the viewer buttons, hover over them to get tool tips) and type in a name of a region if you know where you wish to visit from information on the web. Or you can also type the destination region name in the top address bar in the viewer.

SLurls are used to give map locations in a web browser which can be clicked on, or cut and pasted into text chat or the viewer top address bar… e.g. a beach and surfing location via:

https://maps.secondlife.com/secondlife/Treeowatoor/227/59/22

https://maps.secondlife.com/secondlife/Treeowatoor/227/59/22″>

More ideas for an initial sightseeing trip at:
https://blog.inf.ed.ac.uk/atate/2021/09/14/interesting-locations-on-bellisseria/

5. Going Further

There are many facilities in Second Life, but find your feet and make sure you can do basic movement, use the camera separate to movement of the avatar, sit down, text chat to others, add a friend, and try to connect a headset for voice before you go further.

6. Update: April 2022 – Second Life University

Announcing Second Life University – Blog Post 7-Apr-2022 – a project that aims to teach people all about the vast virtual world of Second Life!

Topics Covered in this Video:

Second Life University PlayList: https://second.life/university

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Ready Player Me – Resources

Cross-game Avatar Platform for the Metaverse – https://readyplayer.me/

  1. Based on a selfie or start out from scratch.
  2. Customize your avatar
  3. Export your avatar in .glb (the binary, textures included form of the glTF 3D data exchange format).
  4. Use the avatar in many supported apps and games.

https://blog.readyplayer.me/3d-avatars-maker-unity-sdk-get-started/

CC BY-NC-SA 4.0 Licence

Ready Player Me avatars are free to use. All avatars created directly on our website are under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) license, which means that they can be used for non-commercial projects as long as Ready Player Me is credited. Commercial licencing is available through Wolfprint3D/Wolf3D – https://wolf3d.io).

Unity with the Ready Player Me SDK


Introductory YouTube video by Dinesh Punni, Import to Unity details at 5:30.

Ready Player Me Unity SDK: https://docs.readyplayer.me/integration-guides/unity

You can attach a Third Person Character Controller from Unity Technologies [Unity Store Link] to add motion control to the avatar. [“How to” YouTube Video by Sercan Altundas]

Unity via Blender .glb to .fbx conversion

Blender

Blender 2.9x has .gltf/.glb file format import capabilities built in. I tried to export the avatar in .dae (Collada) format with Second Life/OpenSim mode ticked. The mesh does show in the Firestorm 6.4.21 mesh uploader but the rigging is not compatible. I assume a Second Life/OpenSim compatible armature/skeleton wold have to be bound to the mesh to make it work.

glTF and .glb Files

glTF™ (GL Transmission Format) is a royalty-free specification for the efficient transmission and loading of 3D scenes and models by applications.

https://github.com/KhronosGroup/glTF [Quickstart Overview Graphic]

App to provide glTF pack and .glb unpack shell extensions for Microsoft Windows: https://www.microsoft.com/en-gb/p/gltf-shell-extensions/9npgvj9n57mv

Cryptocurrency Wallet

Cryptocurrency Wallet for use with Ready Player Me NFT Wardrobe Items: Metamask https://metamask.io/

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James Webb Space Telescope Live Watch Party in OpenSim

The live feed of NASA TV coverage of parts of the deployment James Webb Space Telescope (JWST) were relayed into OpenSimulator on the OSGrid Space City region at the campfire and media centre zone.


Resources

NASA Spacecraft Status: https://www.jwst.nasa.gov/
Live Feed: https://www.youtube.com/embed/21X5lGlDOfg?autoplay=1

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China Metaverse Activity – Resources

This blog post is to provide resources and access links for activities in China related to Metaverse platforms.

Baidu is developing Xi Rang, an app for virtual meetings that will be in use from early 2022 for its own developer conferences. Images below from Baidu.


Baidu’s metaverse concept on Xi Rang starts with a “Creator City” with a tall skyscraper at its centre, according to this visualization shared with reporters on Dec. 21, 2021.

See also… “Chinese tech giant Baidu says it could be 6 years before it can fully deliver its metaverse”, CNBC, 23-Dec-2021 blog post by Evelyn Cheng @CHENGEVELYN.
https://www.cnbc.com/2021/12/24/baidu-says-it-could-be-6-years-before-it-can-fully-deliver-its-metaverse.html

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