You may have noticed that I had a brief flurry of doing short fashion blog posts whilst shopping.
I thought maybe this was a thing I might do regularly.
Sadly, I decided it wasn’t worth the effort. So it has sort of fizzled out again.
You may have noticed that I had a brief flurry of doing short fashion blog posts whilst shopping.
I thought maybe this was a thing I might do regularly.
Sadly, I decided it wasn’t worth the effort. So it has sort of fizzled out again.
There is a lot of excited chatter about the upcoming Maitreya Lara X body, and also some concern, and also a lot of misinformation.
Let’s get the key information out of the way first – it is going to be a free upgrade, and Maitreya are going to continue to support Lara.
I confess that when I first heard about Lara X I thought it was a crazy idea. Lara is starting to lose market share, and more and more designers are starting to drop support for it. And there has been a proliferation of new mesh bods too. My opinion was that the last thing Maitreya needed was to fragment the market still further.
However, that changed when I learned it would be a free upgrade and that Lara would continue to be supported.
As I understand it, the reason that some designers are dropping Lara support is because it is is too much of a hassle to rig for. And Lara X is going to be much easier to rig for. So with any luck, these designers will start rigging for Lara X as well as just Legacy / Reborn (which is what they seem to be favouring).
Also, Lara X is going to allow us to be more curvy if we want to be, but will not force us to be if we don’t.
Although Lara X will be incompatible with Lara, Maitreya will (as I mentioned) continue to support Lara. So what I foresee happening is that we will run two bodies for the time being. If you buy something for Lara X you wear your Lara X and if you buy something for Lara you wear your Lara. For those of us who use Outfits extensively this won’t be an issue as it will just be part of the Outfit. For those who do their outfits on the fly, it could be an irritation perhaps.
I think, looking further into the future, what will happen is old Lara will start to go away. Maybe it will become something we start to see on only cheaper or older stuff. But you will still be able to wear it so long as you wear your Lara body.
Overall it seems like a good idea and a good way forward. But only because of the free upgrade. I think if it had been something you had to buy into then I would be less positive. Not because I begrudge Maitreya money, but because I think it would have lost them traction and it would have been just another new body with no incentive to adopt.
On a more personal note, what I need now is to find a BoM skin that I really like because I am still wearing an ancient Laqroki skin that I adore, but which suffers from the dreaded fingernail / toenail issue of pre-BoM skins, so I have to use it in Maitreya Applier mode (it works fine in BoM mode on my head though) but that denies me the advantages of BoM on body. And I am not sure if Lara X is going to support Lara Appliers (although what I have read suggests that it will).
Sadly Laqroki aren’t interested in revisiting old skins which is a pity as if they could just do me a BoM version of my skin I would be so happy.
I got contacted by Flickr recently (as has every Flickr user) and basically they said (and I paraphrase) “you remember when we said we were going to delete your photos if they went over 1000, unless you paid for Pro? Well we never did. Not a single photo. Only now we might delete your Moderate and Restricted pics if you stay on a Free account”
Well, crap. So I deleted 500-odd historic photos for nothing back when the 1000 pic “limit” [sic] came in? How annoying!
(I still have all the photos backed up on a self-hosted gallery, although all the comments, faves, and views have now been lost, like tears in rain)
I’m more concerned about this new policy on Moderate and Restricted photos though. I have always been fastidious about flagging my more racy pics. I think this new policy will encourage people to sail much closer to the wind on what they post rather than just flagging a photo as Moderate to err on the side of caution, as I have been doing up until now.
The complete announcement is available at
blog.flickr.net/en/2022/03/17/flickr-forever-2022/
Update:
I have been through all my Moderate and Restricted pics and replaced each with a censored version along with a link to the original in my self-hosted gallery.
Update2:
As of September 2023 I am now on Flickr Pro so have undone many of the censored pics. I still feel sad that I’ve lost all that history though.
Becca observes that, as in real life, Body Shaming is a thing in Second Life. She then goes on to talk about mesh heads vs system heads, and the fact that how we look in Second Life defines us even more than in real life.
UPDATE: Since writing this article I have indeed finally moved over to a mesh head, so this article is rather out of date now!
Last week I joined a Facebook Group called “Second Life Friends” and there was a discussion on facelights, so I decided to post a link to an old blog article I wrote back in 2012 that is as still as relevant now as it was then.
During the resulting Facebook thread, I got body shamed by a poster over the fact that I do not as yet use a mesh head, and who poured scorn on me and my look, as if how I look made my opinion irrelevant.
Then, yesterday, I updated my post “Unencumbered by the trappings of Real Life” about whether there should still be a clear separation between Second Life and real life, or should Second Life be merely an extension or augmentation of our online presence.
I posted it to the same group, and it started off a lively debate. The debate deviated somewhat into the whole thing of mesh heads again. On the whole it was a civil and interesting debate, and my replies to it gave rise to this article.
Continue reading “Body (and head) shaming in Second Life, and the definition of self.”
Becca asks: “Should there be a clear separation between Second Life and real life, or should Second Life be merely an extension or augmentation of our online presence?”
Back in 2012 I wrote an article called “Unencumbered by the trappings of real life“. Some things are still as true then as they are now, whilst other things are a little out of date, so I have decided to revisit it and update it.
Some of the people I meet in Second Life want to know all about my real life, about how I look or where I live, or how old I am, or any number of other things. And I tell them that, quite apart from privacy, I simply don’t see things like that as having any relevance to my Second Life. And, further, I don’t particularly want them to volunteer anything about themselves either. I’m simply not interested in their “skinvelope” (or, as I have heard others refer to it, their “meatsack” or “meat rider”, which I confess aren’t phrases I’m particularly enamoured with) and want to get to know the real person, unencumbered by the trappings of real life. Some of these people have got quite defensive about my attitude and asked how I can know the real person when I say I don’t want to know the real life person. Some have even called me crazy. Well, allow me to explain what I mean.
Continue reading “Unencumbered by the trappings of Real Life (revisited)”
A friend sent me an article today about news that every Ozimal digirabbit in Second Life will soon starve to death (or, rather, go into permanent hibernation) because a legal threat has shut down their food-server, since the virtual pets are designed so that they can only eat DRM-locked food.
[Source: boingboing.net]
This is very sad for breeders, of course, but it also raises some interesting questions in my mind about Second Life in general and also real life.
The concept isn’t just limited to Second Life, of course. There have been high profile cases of people having iTunes libraries worth many thousands of dollars and wanting to transfer or bequeath them upon death, and been unable to do so. Likewise people being banned from Steam and denied access to all their purchases. In fact any system where you buy digital products that are locked by DRM and reliant on a remote server are susceptible to being locked out from you for whatever reason. This raises the question as to whether you have actually purchased that item or merely have an open-ended license to use it that can be unilaterally revoked by the seller. This is one of the reasons I still buy physical CDs and DVDs, although I often make use of “buy the digital version and we’ll send you the physical disc as well” services offered by Amazon, Sky, and others. With Steam purchases I don’t bother with physical media any more as the games are DRM-locked and reliant on the Steam servers (and useless without them).
If Linden Lab were to shut down the Second Life servers, we would lose everything. Sure, we could migrate to various other virtual worlds based on OpenSim, but it would be without all our DRM-locked inventory and our Linden Dollars. I don’t know about you, but I have spent literally thousands of real life actual GBP pounds sterling buying L$ and have spent all of it, and many more tens of thousands of L$ that I have earned in-world, or been gifted, on the Second Life economy. All that would be lost, like tears in rain. Same goes if Linden Lab banned me for whatever reason, as it is notoriously difficult to get un-banned again. I very much doubt I would start again if that happened.
Linden Lab could shut down Second Life for any number of reasons. One is that they go bankrupt of course, but another is if Second Life were to become unprofitable for Linden Lab and not worth continuing.
Although Sansar isn’t intended to replace Second Life, perhaps Linden Lab will pour all their development effort into it at the expense of Second Life. Or, more feasibly, the content creators could decide to move away from Second Life to newer and more interesting pastures (whether that be Sansar, or something else). With no new content to buy, the Second Life economy would wither and die, and shopaholics everywhere would starve to death, just like the rabbits.
I’m definitely not the only girl with a massive investment in Second Life and who would be reluctant to throw it all away and start again, so hopefully Linden Lab will keep the Second Life servers running for many many years to come, and the wonderful people who make and sell content for Second Life will continue to do so too.
After all, who wants to see rabbits starve?
[This article was written in 2014, but has received minor updates to make it relevant for 2024]
Whilst shopping lately, I’m increasingly seeing what seems to be the same dresses being sold at various different shops. This is not reselling, but a case of designers buying in meshes from third parties (what I refer to as “Merchant Mesh” or “Non-Original Mesh” or “Reseller Mesh”).
This is not a new phenomenon, of course. In the past designers often bought full permission sculpts for use in their products, but it was less noticeable as using a sculpt here and a sculpt there is more finely grained; it still creates an overall unique product. In other words, two outfits using the same sculpts might look radically different, because you don’t notice the common sculpts so much, or the designers may be using them in different ways, with different placements, sizing, and the like. They may even be using different permutations of several sculpts from different creators. The overall look is therefore completely different, and the end result unique to that brand. By contrast, a mesh for a dress is entirely monolithic which gives rise to the situation where several clothing brands appear to be selling the same dress.
Clothing has gone through quite an evolution over the life of Second Life. From the original “slider clothing” (a.k.a. “system clothing”) with or without user-created textures, through to texture + prim, texture + flexiprim, texture + sculpts, texture + unrigged mesh, and rigged mesh (with standard sizing).
[Update: and now fitmesh (for mesh bodies)]
At each step in this evolution, the bar for entry to the next level has been raised. Also, from sculpts onwards, they require external software for creation which has its own (often steep) learning curve.
Often, a designer may find they have insufficient skill (and/or time, motivation, commitment or, indeed, ability) to move up to the next level, and can sometimes buy in the 3D models (ie. sculpts or mesh) and texture them into full products. The reason is that in some cases others may have the skill to create the 3D models but not the inclination to make them into products and have the hassle of selling to Residents. In some ways this is roughly analogous to Retailers and Wholesalers in Real Life.
As each tier of the pyramid gets harder and harder to reach, so the number of people reaching it falls, and so the probability of those people selling their creations to designers lower down the pyramid rises (since there is an increasing demand). Or, to put it another way, there is a very small pool of people creating rigged meshes, and from that pool some are keeping them unique to their clothing brand, and others are selling them for other designers to use. And that is why we are seeing many brands selling the same clothes (or appearing to), since not only is their choice more limited but the very nature of rigged mesh means the clothing is more obviously the same (as I mentioned earlier on).
The net effect of the above is that we are seeing a stratification of the clothing market in Second Life, with the “top tier” of brands being created by very talented people who can create 3D models (ie. mesh clothing), rig it to become rigged mesh, skilfully texture it, and then sell it to ordinary people like you or I. The “second tier” are the designers who are unable to create their own rigged meshes and must buy them in, thus running the very real risk that some of their clothes will be extremely similar, if not identical, to those of other brands.
Further on down the pyramid, the hobbyists of old who would dabble with prims in-world and with simple textures created with the aid of clothing templates, are increasingly finding that their efforts look unsatisfactory compared to the top designers. They are either having to make their clothing very cheap to compensate, and find themselves unable to afford the rent on their shops, or else are giving up, disheartened. Neither scenario can be good for the long-term health of Second Life.
[Update: Obviously this is less true now that we have BoM – see the note at the end]
Nor is this situation looking likely to improve. As mentioned in my previous blog entry, Linden Lab have decided to go down the path of using collision bones for their Fitted Mesh project. Whilst this is a technically simpler and, some may say, more elegant solution to mesh clothing deformation, it makes the task of rigging mesh even harder for content creators, thus making that top tier of the pyramid even harder to reach.
I’m not sure where this state of affairs will take Second Life, but I do believe that warning alarms should be ringing somewhere. By making content harder and harder to create, so less and less is going to be created. Not only that, but people who may have found Engagement in Second Life through content creation might decide it is not worth it and instead drift away. However, having said that, I do acknowledge that we need to move forward and people are expecting ever more complex and realistic-looking technologies which, by their nature, are harder and more complex to create. But that doesn’t necessarily negate my point.
So, anyway, those are my thoughts on this. They’re only my opinion, so please feel free to comment below with yours.
Obviously a lot has changed since I wrote this, and we now have Bakes on Mesh (BoM). I have a more recent article on the subject here, and in it I discuss how BoM has opened up the market again to allow bottom tier designers to work in just textures again.
Before I start this post, I’d just like to point out that this is old news. I’m not adding anything new here but the reason I am writing this is that many friends and acquaintances haven’t been aware of the current direction that mesh deformers are taking, so this article is a convenient place to direct people to. It seeks to be a fairly short and easily-digested article, which links to further reading.
Mesh has been around for a while now, and I think most people have decided where they are with it. At one end of the spectrum we have people who pretty much won’t wear any rigged mesh unless it just happens to fit them “as is” and at the other end of the spectrum we have people willing to have a different version of their shape for almost every outfit they own. And I’m not exaggerating here; two of my closest friends fall into those two extremes.
It’s clear that the Standard Sizes are far from perfect. They were a reasonable workaround to the problem of Rigged Mesh being uneditable, but they are not a solution. Many people (myself included) have been extremely reluctant to alter their natural shape, feeling that the whole point of Second Life is to be who we want to be and that clothes should fit to us and not us to the clothes.
One of the first people to propose a solution was Karl Stiefvater (Qarl Fizz) who proposed the Mesh Deformer project (also known as the Parametric Deformer), which was successfully Crowd Funded and which Karl put a lot of work into. I think it’s fair to say that a lot of people know about this project and of those, a majority are wondering why it hasn’t made it into the Official Viewer yet.
However, it was by no means the only solution and Redpoly Inventor proposed rigging garments to the “collision bones” of the avatar skeleton, which is what evolved into “Liquid Mesh”. The shortcomings of this in its current state is that really there aren’t enough “collision bones” to do a proper job and because it is not officially supported by Linden Lab, it was an unofficial solution and hence prone to breakage in the future.
However, on 20-Nov-2013, Linden Lab posted an entry on their blog entitled Making Mesh Garments Fit Better outlining how they intend to officially adopt the “Liquid Mesh” approach and develop it further, adding additional custom bones in order to overcome the shortcomings of the current approach.
Where does this leave Karl’s Mesh Deformer? Well, parked up and thrown away essentially although one could argue that perhaps it spurred Linden Lab into action and Karl has said that he thinks that what LL is proposing is the technically simpler solution (although is correspondingly more complex for content creators). You can read more on an article that Inara Pey wrote, which includes an analysis of it all and also quotes Karl’s response to the news. If you don’t follow her blog then I would really recommend it as it is always very well written and very in-depth.
It will be interesting to see how quickly Linden Lab progress this. It’s way overdue, and the sooner we get an official (and effective) solution to the issue of garment deformation the better.
(Links are sorted newest to oldest)
SL projects update week 50 (2): Fitted mesh, deformer, viewer code contributions
Inara Pey (12-Dec-2013)
Fitted mesh: “LL’s assessment here is mostly good” – Qarl
Inara Pey (24-Nov-2013)
Lab looks to make mesh garments fit better with the Fitted Mesh project viewer
Inara Pey (20-Nov-2013)
Making Mesh Garments Fit Better
The announcement by Linden Lab (20-Nov-2013)
Liquid Mesh: looking from all sides
An analysis of Liquid Mesh by Inara Pey (26-Aug-2013)
Further links are available at the end of each of Inara’s posts.
Mesh convert
How few changes you need to make to your shape to be compatible with
a Standard Size (15-Nov-2013)
It’s starting to Mesh
A short update on how Mesh was working (or not) for me (07-Apr-2013)
Mesh deformer: interview with Qarl Fizz
A reblog of one of Inara’s posts, with further comment by me. (22-Jun-2012)
Oh what a Mesh!
My experiences of Mesh after it had been around for a good few months (16-Jun-2012)
Unencumbered by the trappings of real life
Immersionism vs Augmentism, and how Mesh affects it (22-Apr-2012)
Mesh
My first, somewhat naive post on the subject (27-Sep-2011)
UPDATED:
Initially I based my shape changes on Standard Size ‘Small’, but after a couple of weeks I have realised that ‘Medium’ (with some modifications) is closer to my desired shape, as ‘Small’ lost too many of my curves and made me look skinny. I’ve therefore updated this article accordingly.
—
After a long absence from Second Life, I’m kind of rediscovering it again.
One of the reasons for this is that I have finally bitten the bullet, so to speak, and created a copy of my shape and made it compatible with Standard Sizing. Although this seems like a massive climb-down from my previous stance on not wanting to change my shape, the thing that influenced my decision (quite apart from the desire to wear more modern clothing) is that there are surprisingly few parameters you need to change in order to have something that is broadly compatible with one of the Standard Sizes.
I chose to bring mine closer to the ‘Medium’ size, which meant adjusting the following parameters:
(Figures shown in brackets are what my normal size was)
The two things that looked awfully wrong with that were the Love Handles and Leg Muscle values, which I chose to leave unchanged. The former gives me the more curvy look I prefer, and I predict should not affect many clothes as the important thing is not to clip, although obviously some clothes will hide my narrower waist and make me look slightly shapeless. Some crop tops may require a “half-way house” version with more waist in order to look right.
With the Leg Muscles value, I figured that this would predominantly affect only boots and I could go for S or XS ones for that.
I have to say that I am really encouraged by the fact that I still look like “me” after the changes, and I’d encourage anyone else holding off from Rigged Mesh clothing to try similar (assuming your shape is modifiable). It has really opened up the doors to a whole new round of shopping in SL for me. And you know how much I love shopping!
I managed to make a comparison pic using an animated GIF. You can see the differences between my natural shape, the adjustment for Medium, and the Small from the original. Whilst I still prefer my natural shape, the Medium one is an acceptable compromise.
Inara Pey recently blogged on the state of Second Life, and her comments on ‘Engagement’ and general malaise struck a real chord with me.
In the 5½ years I have been in SL, I’ve experienced the usual ebb and flow of interest that I think most long-timers do, but I’ve found myself in a particularly long ebb lately, to the extent that I felt I was mainly logging on in order to be with my SL hubby. He had been feeling much the same, and sadly a few weeks ago announced to me that a number of factors, including increased workload, RL, and this same lack of engagement, meant he did not know when he would next be logging into SL again. We’d been together well over a year, which is a long time in Second Life terms. We still email each other every day (he never fails to leave an email for me when he goes to bed so that it is waiting for me when I wake up), but I have no idea when I will see him again in SL.
Since then I have gone from logging in every day to rarely logging in, and when I do log in it’s been for a specific reason such as a music event (usually the wonderful Gina Gracemount or the amazing Tukso Okey) or to spend time with my friend Bunny. But most of the time, I find that other things are holding my interest more. My own RL has got a little busier and is filling my evenings more, such that I don’t have as much time available to spend on SL. But the fact is that if I was bursting to go on SL, like I once was, then I know I would find the time. So this really corroborates what Inara is saying.
Perhaps I should be trying to find new things in SL to experience, maybe increase my circle of friends, perhaps try to re-ignite my love of SL photography. But I just find myself without any real motivation to do so. My SL photography is particularly depressing, because I can take ages (hours, even) over a SL picture and then find myself lucky to get 200 views in a month, yet with my RL photography I can post a picture of me in a nice dress and get 200 views in a day. I’m not saying that in a self-aggrandising way, but to illustrate how soul-destroying that is for the SL photography. I have a very similar experience with blogging.
So where does this leave me, where does it leave my SL, my SL photography and also this blog? I don’t know. Certainly this is the first time since August 2012 where I’ve felt I have had anything I wanted to say and I don’t know when I next will either.