CheySecondLife

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Monday, March 14, 2011

Extraordinary Derendition

Posted on 12:00 AM by Unknown
Written 27 February - 14 March, 2011

Extraordinary Derendition

When I got home from a hard day of rocket building the last thing I expected to see was Sweetie in the throes of imagination overload.

It seems she had read my blogpost about the Phoenix Viewer's new permanent derendering feature and it had quite gone to her head.

"I've decided upon a business venture," she said with a sparkle in her eye.

"You're wearing that prim eye sparkle again, aren't you?" I asked.

"Only because it messes up the Lindens' avatar facial recognition algorthyms," she said.

"Or course it does," I said.

"At long last, I've hit upon a business strategy that will take full advantage of my espionage training."

"And what would that be?" I asked. "A double-naught dating service?"

"A service, yes! But double-naught, no!"

"Double-naught is soooo Sean Connery," I said. "So what kind of business will it be?"

"Ever since I read your post I've been thinking about deacquisiton theory," she said.

"Deacquisition..." I said.

Sweetie likes to theorize. Her work in donut string theory is legend. But what in the world was deacquisition theory?

"What are you reading?" I asked, thinking that might give me a club.

You might think I meant to type the word clue in the line above, and maybe I do, but sometimes I think stunning Sweetie's ideas might slow them down enough for me to follow her.

"Hamlet Au on the deacquisition of credibility," she said. "It's called The Unmaking of a Reputation: Notes From an Increasingly Irrelevant Blog."

"Ouch," I said. "And that second text?"

"M. Linden on the deaquisition of market share."

"Okay, I'll bite," I said. "What is deaquisition theory?"

"So much of Second Life is about acquisition," Sweetie said. "Getting freebies. Buying shoes. Skins. Hair. Gadgets. Friends. Vehicles. Lindens. Sex toys. But what about de-acquiring things?"

"Exactly what sorts of things would people want to de-acquire?" I asked.

"Oh, cheating lovers," Sweetie said. "Blingy shoes you bought your first week in world. Broken vehicles. All those one-prim flat plants.

"Your blog truly inspired me," she said, "and I've come to the realization that we need to start a deaquisiton service."

"To help people get rid of things?"

"Yes!" she said enthusiastically. "We'll derender it for them. Neighbors' prims that intrude into their parcels. Griefer objects.Ugly hair. All those textures they no longer use."

"That seems pretty tame to me," I said. "How will a derendering service take advantage of your super spy powers?"

"It's not just a derendering service, it's an Asset Blacklist Service."

"Okay, now it's starting to make sense," I said, "although maybe not in a good way."

"Here's our slogan: Let us perform extraordinary derendition on your prims and enemies!"

"Is that within the Terms of Service?" I asked.

"Perhaps," she said. "Perhaps not. We will, of course maintain plausible deniability," she said.

"Right," I said.

"Because if some Linden should ever come after us..." Her hand moved instinctively toward her katana. I've asked her for that gesture a thousand times, but she refuses to give it to me.

"Off with their heads?" I asked hopefully.

"Let's just say they'll have to be collateralized," she said.

"If we don't get busted we'll make a fortune," I said.

She ignored me. "We'll be engaging in Asset Blacklist operations," she said. "Above and beyond simple and obsolete black ops."

"You're scaring me," I said.

"Black ops are old-fashioned," she said. "But Blacklist Operations... that's a whole new game.

"You realize this is a game changer," she said. "No more 1000-yard sniper shots. No more acid baths. No more bags of lime. No more cutting avatars into tiny pieces and mixing them in with the sausage. We'll simply derender them."

"Think of what we'll save in ammunition costs alone," I said.

"Before long we'll have an immense list of UUIDs of derendered objects," she said. "Then we'll start an Asset Blacklist Reacquisiton Service."

"Get them to pay us to be able to see their friends and objects again?"

"Exactly," she said. "Think. Some guy pays us to derender his girlfriend's new hairdo because he hates it. Then a month later she asks him what he thinks about the new tint she gave it. Think what he'd pay us to re-render her hair."

"We could have a side business as an asset blacklist risk management consultancy," I said.

"Exactly," she said. "We'll recruit newbies as agents. Teach them to derender. Before long we'll have a derendition army."

"Maybe even a derendition sim!" I said. "Derendition Island. We can do derendition experiments."

"Exactly," she said. "Maybe it's better sometimes to bury an unwanted object in 72 levels of subfolders in your inventory than to derender it.

"And what if," she mused, "you overload the asset blacklist. Is there a UUID critical mass? If you overstuff the list, might it explode and create a black hole in the middle of Second Life? Might the derendered people in the list work together and make an escape?"

"Like Superman's criminals escaping from the Phantom Zone?" I asked.

"Just like that," she said. "We're messing with the very fabric of the Metaverse here!"

"Okay, I'm in," I said. "When do we start?"

"We, Kemo-Sabe? This was my idea."

"Well, it was my blog that gave you the idea."

"I've sent in my double-oh license for renewal," she said. "When it comes back I'll be licensed to derender."

"Use your superpower wisely," I cautioned.

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Wednesday, March 9, 2011

Meadows Become Possible

Posted on 11:16 PM by Unknown

Written 9 March, 2011

Meadows Become Possible

I don't know who first came up with the idea, but my hat is off to him or her, for he or she made meadows and grasslands possible in Second Life..

Around 2008 (as far as I can tell) someone came up with a simple idea: hollow a cylinder, hollow it to 95%, and paste textures on the inside and outside, creating a ring of flowers. One prim.

A single circle of flowers or grass looks a little sparce,  especially when viewed from above...


...but dragging and dropping a few times will make for a beautiful field of flowers...


... unless you look directly from above:


The round plants made the creation of lush meadows and grasslands possible without breaking the prim bank.

The first such grasses and flowers Sweetie and I saw were at the gorgeous Forest Feast sim. The plants were low-prim and stunning, but were sold no-copy, which would have made even a small meadow prohibitively expensive-- unless you owned Forest Feast (the photo above the title was taken there). Fortunately, we soon found a Buddhist sim with Real Flowers, which were inexpensive, and copyable. They were modifiable, too, which allowed Sweetie to give subtle shadings to the plants she put on the ground.

The gardens at Whimsy take advantage of Real Flowers' flowers and grasses.:




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Sunday, March 6, 2011

How to Make a Flat Prim Even Flatter (Or, How to Make a Flag)

Posted on 4:24 PM by Unknown
Written 6 March, 2011

How to Make a Flat Prim Even Flatter

Or, How to Make a Flag

Here's a trick to make the thin edge of a flattened prim even thinner. It takes only a few seconds, and it's well worth the effort.

Flattening the prim works best for flexible objects like flags and clothing, but is handy for paper and the thin edges of three-prim plants.

Let's make a flag.

First, we rez a prim. Distinguished looking, isn't it?


Now, in the Edit menu, select the Object Tab, and, in the Path Cut fields type 0.375 and 0.875. You'll see this halves the thickness of the prim along the Y dimension.

Here's the prim from the same camera angle.


Here it is with an uncut prim beside it:


Now type .01 in the Y Size field of your prim. This sets the Y dimension to the smallest allowable, 0.01 meters.

Here are the two prims, side-by-side. You can see the prim we cut is much thinner.


Here I've rotated the prim to 0,90,0 and checked the Flexible Path box under the Features tab. I set Softness to 3.0, Gravity, Drag, Tension, Force X and Force Z to 0, Softness to 3.0, Wind to 1.0, and Force X to 1, and the prim is waving merrily in the wind.


Now I add a flag texture Sweetie gave me long ago, rotate the texture by 270 degrees on the front of the flag, and...


But uh-oh, what's this?


Cutting the prim created two surfaces where there was once one, so the texture is displayed twice at 1:1 density on each face. And not only that, it's upside-down! And yes, that's a sea monster swimming by. Ya gotta love Second Life.

To fix, I turn on Select Texture and select both faces. Then I go to the Texture tab and select both faces. I set rotation to 90 and set Repeats Per Face to 1 (H) and 0.5 (V).

This puts the texture in the correct proportion, but things still don't look right.

Still in the Texture tab, set the vertical offset of the top face to 0.25 and the bottom face to 0.75.

Now the textures on the two faces are properly aligned, and our flag is complete.


Except for the pole, of course. But you know how to make a flagpole, don't you?

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Plants

Posted on 3:35 PM by Unknown
Three-Prim Plants Make the World A Better Place
Written 6 March, 2011

Plants

I love Second Life plants. They transform inhospitable landscapes into fields and forests, jungles and prairie, bogs and deserts.

When I first came to Second Life in 2006, plants were made of three linked flat prims offset sixty degrees from one another, like so:


Plant makers found photos of plants on the Internet or in books and altered them in Photoshop, replacing background with transparency, and then importing them into Second Life. The best plant makers drew their plants to avoid the uncanny valley effect.*

The imported textures were pasted onto the flat sides of the prims, and voila! A three-prim plant, like this freebie bird of paradise:


Most three-prim plants had problems. First, from many angles they looked exactly like what they were: textures pasted onto flat prims. Second, many creators didn't bother to set the thin sides of the prims to transparent,  causing unsightly lines when the plants were viewed from certain angles. Third, many creators didn't bother to cut the flat prims to make them as thin as possible, making them even more unsightly. And fourth, many plant textures showed white outlines around the visible plants, like so:


Note not only the white outlines around this two-prim amaranthus, but the holes in the leaves and floating specks caused by poor preparation.

Flexible prims arrived on the grid shortly before I did, and plant creators were quick to take advantage of them. With flexibility properly set, three-prim flowers and trees swayed gently in the wind, adding immersivitity to gardens and fields.

Some content creators were extraordinarily skillful in creating these early plants. I bought many from Julia Hathor and Lilith Heart, who were somehow to make their plants seem three-dimensional. Many of their plants are out on Whimsy today.

But most three-prim plants were then, and remain today, simply horrid. Fortunately, something better was about to come along.

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Friday, March 4, 2011

Chey's Travels: Puntarenas

Posted on 11:07 PM by Unknown


Written 5 March, 2011

Chey's Travels: Puntarenas

I thought I'd blog about some fabulous places I've visited lately. Thanks to Chestnut Rau and others for bringing them to my attention.

Costa Rica is an estate of more than 70 tropical sims. Most are lush, and some mountainous, terraformed and landscaped with great skill. Seven or eight of the sims are parkland.

Puntarenas is one of the parkland sims, a dry forest, lushly vegetated and mountainous. Paths wind through the woods, terminating at stunning waterfalls. Wild animals can be seen here and there along the way.

I'll let the photos tell the story.







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Tuesday, March 1, 2011

Botgirl Muses on the Muse

Posted on 4:22 PM by Unknown
Written 1 March, 2011

Botgirl Muses on the Muse

Last month Botgirl Questi wrote a blog about creativity and the muse. You should all go there right now and read it.

Botgirl was talking about both creativity and relationships. I'm a big believer in working things out while I sleep, so I especially like the following, as applied to creativity:.
Trying to power through a creative block is usually futile. It's usually better to take a break and let the Muse do the work. Instead of running from difficult relationships and projects, some of us habitually attempt to power through relational and creative blocks with urgent brute force. Although this can be an effective approach in short bursts, it is not a sustainable strategy. Blockages are a natural part of the creative and relational cycle when we are working within our depths. The key is to have enough confidence in an eventual resolution to "Let go and let Muse". Any in-progress work of mine that gets cranky is sent to bed for a nap.
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Whales

Posted on 6:45 AM by Unknown



Written 1 March, 2011

Whales

Once again Second Life has provided a reprise of a real-life experience.

I'm fortunate to have a week every fall on Cape Cod. Most years the weather is cooperative enough to allow a whalewatching trip. Some years are better than others, but I've never missed seeing whales.

I took the topmost photo in 2003. Maybe because I live inland and don't get to see the ocean much, I was impressed with the aluminum foil look of the water.

I snapped the second and third photos last night on Whimsy Kaboom. If only I had managed the angle a little better, I could have captured Kaboom's seabirds. The shots do show some nice water effects, though.

(One of my favorite things in Second Life is Kailou Splash's blue whale. Four years ago my neighbor and friend Dodgeguy Woodward, who was moving to a new home, was kind enough to give me his. I plunked him (or her, as I found out later) into the lagoon and brought him with me to Whimsy a year later. Two more of Mr. Splash's whales cavort in the ocean on our Whimsy Kaboom sim. I like to stand on the decks and watch them play. Sometimes it pays off).

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