Posted by Ethos Erlanger on November 14, 2011
Dear Ethos Erlanger,
We hope you’re enjoying your Second Life. This is a reminder that your Second Life Premium Annual Plan will be renewed on November 3, 2010, at which time you’ll be charged $72.00(USD). You don’t need to do anything; renewal and billing are automatic.
To review or modify your account details, or to change or cancel your Membership Plan, visit https://secondlife.com/account.
If you’ve forgotten your password, you can go to https://secondlife.com/account/request.php to start the password recovery process. As part of the process, an email with a time sensitive link will be sent to the email address you registered with.
Linden Lab and the Second Life Team
Linden Research, Inc.
945 Battery Street
San Francisco, CA 94111
Posted in Linden Lab, Second Life, SL Billing | Tagged: Linden Lab, SL Billing | 1 Comment »
Posted by Ethos Erlanger on October 3, 2009
Seeing how Linden Lab has requested a highly respected website (See: http://tinyurl.com/ydgq75s) to change their name because of their use of the copyrighted, trademarked or otherwise not-to-be-used-by-anyone-for-any-reason word, two-word-phrase, or image, I am taking a preemptive step to forestall the wrath of the almighty.
I never meant any infringement.
I actually like Second Life.
I just think that now is the time to begin thinking of them as less than the premier virtual world and stating this in my blog. If I happen to raise their ire… well, so be it.
It is simply beginning to look like they have a sour attitude towards their own customers. Some of their actions are driving a wedge between them and their clients that send them real currency every month to pay the electric bills and salaries of their employees.
Give me your thoughts please.
Posted in About Ethos Erlanger, Education in Second Life, General Information, Second Life, Virtual Architecture | Leave a Comment »
Posted by Ethos Erlanger on September 22, 2009
The Guggenheim is a large project. At a scale that I am familiar with, the Erlanger Scale, it will be approximately 100 meters wide and about 60 meters deep. The Erlanger Scale is a scale factor of 1.6x. Remember that the main rotunda in Real Life is listed in many documents as having the dome 95 feet above the floor. Well, translated to SL, this is about 47 meter high. And the Annex Building (designed by Gwathmey Siegel) is 135 feet tall or 67 meters tall in SL.
I did a study of the ramp that winds counter-clockwise up and around the rotunda. As my avatar walked down the six stories and quarter mile path I was at the ground level in slightly over 3 minutes. This translates to a walking speed (more like a brisk trot) of about 5 miles per hour. This brings me back to the realization of the need for a “museum walk” as I have discussed before. This is one of the few areas where I allow myself to complain a bit about Linden Lab not allowing us the controls needed to manage the walking speed of our avatar.
Enjoy your Second Life,
Posted in Art, Education in Second Life, Second Life, The Guggenheim in Second Life | Leave a Comment »
Posted by Ethos Erlanger on August 1, 2009
How can I find dimensioned plans and cross sectional drawings for the Guggenheim?
Has anyone seen them? Would you please share them with me?
Posted in Second Life, The Guggenheim in Second Life, Virtual Architecture | Leave a Comment »
Posted by Ethos Erlanger on July 23, 2009
I thought I would use this post to list the viewers that I have tried and any comments about them. I should try to figure out how to post a chart or spreadsheet that shows some of the key features. (I’ve never posted a chart before.)
Here’s a start.
1) Second Life
DETAILS AND COMMENTS
1) The Second Life viewer may seem like it is the defacto standard, but there are subtle differences between all of the viewers. I think of it as one of many. It is built around some of the features that are unique to Second Life and that are an inherent part of the product that Linden lab offers. in the context of SL, it is evolving. Some features of the viewer are always being tweeked and that can be both good and bad. Features get moved around and some features are relegated to the advanced menu and are forgotten or ignored.
You may find me comparing the other viewers to the Second Life viewer simply because I believe everyone knows it and can related to it as a reference. This fact will not indicate that I have a preference for the Second Life viewer.
2) Hippo – to be written
3) Meerkat – to be written
4) RealXtend – to be written
Posted in 3D Virtual World Viewers, OpenSim, Second Life | Leave a Comment »
Posted by Ethos Erlanger on July 22, 2009
The incomplete Washington Monument in front of a photo of the St louis Arch
I started this version of the Washington Monument in Second Life. I did complete one version that is 88 meters tall in SL and displayed at Shakker Park, this one that you see in the photo above is in my local OpenSim sandbox. Built according to the Erlanger Scale, The top of this monument is 278 meters above the ground and when it is completed, it will use more than 400 prims in Second Life. If Second Life allowed prims larger than 10×10 meters it could be build with only 17 prims. Large monumental builds that are a true scale recreation are rare in Second Life because of the prim size limitation.
Using the Erlanger Scale, the base of this monument is 27 meters square.
Posted in OpenSim, Second Life, Uncategorized, Virtual Architecture | Leave a Comment »
Posted by Ethos Erlanger on July 13, 2009
I have been successful at teleporting from Second Life to my local OpenSim Sandbox. Then I can teleport back to SL. I am using the Meerkat viewer which automates the “TP” very nicely.
This is made simpler if I have the same name and password for both log-ons. This sort of teleport from the SL grid to a standalone is not really a TP, but more like a fully automated log-off and log-on. In the viewer, you simply choose your grid in the map window and then click teleport.
My avatar looks different in OpenSim. I hope to fix that soon and make me look like I do in SL. All these step are so new that I must search the forums of OpenSim to find how to do it.
Has anyone else done this yet?
Posted in OpenSim, Second Life | Tagged: OpenSim, Second Life, SL | 3 Comments »
Posted by Ethos Erlanger on July 12, 2009
I was looking in the OpenSim.ini file and found an interesting feature. I am able to control the speed of an avatar’s walk and the velocity across the ground. I changed the settings and saw the results.
This would be very nice for machinimatographers to use for casual crowd scenes. The standard walk can be set to any speed desirable. The running speed can be controlled as well.
Now that I know this, I am adding to my wish list that a third speed be developed. With three speeds, we could have a slow walk, standard walk, and then a run. Or, in actuality, I would call it a standard walk, a jogging speed, and a run or racing speed.
Now that we are discussing avatar speed, why not 4 or 5 speeds? An older person could use a really slow walk with the appropriate animation such as a cane or a walker. An adult could use a standard walk. A teen could use a speed walk and then a jogger could use a trot. Finally, a runner could use a higher speed.
Let’s take it one step further, and give control of these speed to the sim owners or managers. This way, a sim that is used for or dedicated to machinimatography can be set up for the right sort of action scenes.
Join me in the push for more control over avatar speeds in SL. If Linden Labs is reluctant to do this, it will only add to the growing list or reasons for users to migrate to other platforms.
Posted in OpenSim, Second Life | Tagged: OpenSim, Scale Architecture, Second Life, SL | 1 Comment »
Posted by Ethos Erlanger on June 23, 2009
I have finally decided to speak up about the state of simulation in Second Life. It stinks!
The speed of the walk at 3.19 meters per second (mps) is incredibly unusable for anything other than a game. I am trying to create the slow walk. Why? Because Linden Labs can’t attack the problem of the [physics engine/avatar walk] in any logical way that simulates real human motion. Why is it impossible to have an avatar walk up stairs without a velocity equal to 3.19 mps? Hold the space bar down and you walk slowly. But now your avatar is unable to climb stairs.
This affects machinima artists and architectural walk through simulations.
The following is what I wrote in a new feature request on the SL JIRA #SVC-4445: (Please vote for it http://tinyurl.com/l9lz3u)
When using the space bar to slow down the avatar walk, there is no longer enough force applied to the avatar for them to walk up steps or ascend an incline. Currently the standard walking speed is 3.19+ mps (approx. 11.48 KPH) which is unrealistic unless you are taking a brisk walk in the country, or trying to get to English class in a 3 minute passing period. A good speed for the slow walk would be about 0.75 mps to 1.00 mps but it should still allow an avatar to step up an incline equal to a scale set of stairs that would approximate 7.75″ rise x 11″ run or approx. a 35 degree angle.
This is critical to the future use of SL as a tool for architectural collaboration and a realistic casual walk-through of the interior of any scale model of a building of any size or scale.
FOOTNOTE: 3.19 meters/second = 11.48 Kilometers/Hour = 7.13 Mile/Hour
Posted in Machinima, Second Life, Uncategorized, Virtual Architecture | Leave a Comment »
Posted by Ethos Erlanger on June 21, 2009
I am searching for evidence that confirms or refutes the assertion that sculpties do (or do not) appear the same for everyone. I am led to understand that sculpties are made to appear by the video card itself. Does this mean that every video card maker renders things differently? Has this ever been tested?
Although interesting, I am not conerned too much about “Level of Detail” otherwise called LOD. I know that a partially resolved sculpty prim is quite un-viewable, but that is really an issue for the creator not the viewer. Tell me I am wrong? Where is the evidence? Please comment and point me to the evidence I need to understand this issue from every angle and user perpective.
Posted in Sculpty Prims, Second Life | Leave a Comment »