Beta Server Office Hours/Minutes/2013-01-31

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[2013/01/31 15:00]  Maestro Linden: Good afternoon
[2013/01/31 15:00]  Latif Khalifa: hey Maestro
[2013/01/31 15:00]  Yuzuru (yuzuru.jewell): Hello, Maestro.
[2013/01/31 15:01]  MartinRJ Fayray: Hello
[2013/01/31 15:01]  Maestro Linden: how're you all doing today?
[2013/01/31 15:01]  Latif Khalifa: doing great thanks, you?
[2013/01/31 15:02]  Maestro Linden: Pretty well
[2013/01/31 15:02]  Rex Cronon: hello everybody
[2013/01/31 15:02]  Maestro Linden: it's a nice day here in SF
[2013/01/31 15:02]  Yuzuru (yuzuru.jewell): Hello, Rex.
[2013/01/31 15:02]  Rex Cronon: hi yuzuru
[2013/01/31 15:02]  Maestro Linden: Okay, let's get started
[2013/01/31 15:02]  Maestro Linden: https://wiki.secondlife.com/wiki/Server_Beta_User_Group
[2013/01/31 15:03]  Maestro Linden: This week is pretty action packed in RC land
[2013/01/31 15:03]  Maestro Linden: for the first time in a few weeks, the main channel got an update
[2013/01/31 15:04]  Maestro Linden: which was the threaded region crossing project
[2013/01/31 15:04]  Maestro Linden: in case you haven't heard of it, the threaded region crossing project is designed to make sim performance smoother when avatars or objects region-cross
[2013/01/31 15:05]  Maestro Linden: now that it's out everywhere, have any of you noticed a difference?
[2013/01/31 15:05]  Lucia Nightfire: I have...heh
[2013/01/31 15:05]  Jenna Felton: are there more details about how this project is designed?
[2013/01/31 15:06]  Jenna Felton: /me was not so much region crossing to notice yet
[2013/01/31 15:06]  Simon Linden: The region crossing project?
[2013/01/31 15:06]  Jenna Felton: yes
[2013/01/31 15:06]  Motor Loon: Expected effect would be observing less impact on time dilation for the sim when an avatar crosses into the region?
[2013/01/31 15:06]  Rex Cronon: lets see how this works. each sim has a pool of threads that r used to transeffer an ave going from one sim to the next?
[2013/01/31 15:06]  Maestro Linden: Yes, that's basically it, Motor
[2013/01/31 15:07]  Simon Linden: It's actually when someone crosses _out_ of the region
[2013/01/31 15:07]  Whirly Fizzle: Licia, you mean the crashes when an avi enters/leaves the region?
[2013/01/31 15:07]  Whirly Fizzle: *Lucia
[2013/01/31 15:07]  Lucia Nightfire: yes
[2013/01/31 15:07]  Simon Linden: I'll double-check that, 1 sec...
[2013/01/31 15:07]  Lucia Nightfire: I can crash my sandboxes 2/3 times when sending peopel home
[2013/01/31 15:07]  Lucia Nightfire: I've done it almost 3 dozen times in the last 2 days
[2013/01/31 15:08]  Motor Loon: I've certainly not seen more crashing for MC regions lately, including after banning/ejecting/tp home.
[2013/01/31 15:08]  Nal (nalates.urriah): Flying from region to region seems better. My key controls can navigate sooner after a crossing. But, I can't tell much difference.
[2013/01/31 15:08]  Maestro Linden: Actually Lucia, I looked at that crash mode, and it occurred before that project too. Looks like a new griefing method triggered when an avatar is ejected.
[2013/01/31 15:08]  Lucia Nightfire: SEC-1215 was a different crash mode
[2013/01/31 15:08]  Lucia Nightfire: SEC-1204 is what I'm referring to
[2013/01/31 15:08]  Lucia Nightfire: which I only saw on the region cross code
[2013/01/31 15:09]  Simon Linden: The change can be subtle for region crossings, especially if you care and watch your script and AV costs
[2013/01/31 15:09]  Simon Linden: but it's mostly noticed by other people in the region, not the people doing the crossing
[2013/01/31 15:09]  Lucia Nightfire: I can't come up with a 100% repro sadly
[2013/01/31 15:10]  Rex Cronon: when only objects cross sim borders r they also using threaded crossings code?
[2013/01/31 15:10]  Maestro Linden: Ah, yes that's a bit different. But for better or worse, that also happened in SLS 12.12.18.268345
[2013/01/31 15:10]  Simon Linden: I believe its AVs, Rex
[2013/01/31 15:10]  Rex Cronon: ok
[2013/01/31 15:11]  Maestro Linden: it would be nice to get a 100% repro though
[2013/01/31 15:12]  Lucia Nightfire: I've done trials and conditions, I'm beginning to think there are conditions out of my cotnrol
[2013/01/31 15:12]  Lucia Nightfire: such as destination region or what they are wearing, etc
[2013/01/31 15:12]  Rex Cronon: lucia. do u use scripts to tp avs home?
[2013/01/31 15:12]  Lucia Nightfire: or if a home location is set
[2013/01/31 15:12]  Lucia Nightfire: yes, its deeded objects using lsl moderation functions
[2013/01/31 15:13]  Lucia Nightfire: I made a test script to do ti as well with little overhead, its random that a crash occurs
[2013/01/31 15:14]  Lucia Nightfire: but still a better chance a crash occurs than not, lol
[2013/01/31 15:15]  Jenna Felton: is it possible to make scripts worn in attachments to be perfored by a special instance attached to the avatar? than there will be very little transfer of scripts between regions
[2013/01/31 15:15]  Rex Cronon: same crashing happens for both llTeleportAgent and LlTeleportAgentGlobalCoords?
[2013/01/31 15:15]  Blake Burger: I made it. Did I miss anything good? :p
[2013/01/31 15:16]  Lucia Nightfire: llTeleportAgentHome()
[2013/01/31 15:16]  Maestro Linden: I guess it would be technically possible, Jenna, but I'm not sure if you could get it to perform well
[2013/01/31 15:16]  Jonathan Yap: http://wiki.secondlife.com/wiki/Server_Beta_User_Group
[2013/01/31 15:16]  Lucia Nightfire: if thats teh exact name
[2013/01/31 15:16]  Rex Cronon: just talking about threaded sim crossings and tp crashes
[2013/01/31 15:16]  Latif Khalifa: scripts often need to be aware of the sim they're in (radar, script counter), so your script server would have to talk to region server a lot
[2013/01/31 15:16]  Latif Khalifa: in the end you'd probably lose more
[2013/01/31 15:16]  Maestro Linden: Yeah, that's basically what I was thinking, Latif.
[2013/01/31 15:17]  Simon Linden: I'm not sure what you mean by that, Jenna, but scripts essentially have to be stopped, fully serialzed and then transfered to a new region and restarted when you cross. Essentially that is a script instance attached to the AV already
[2013/01/31 15:18]  Maestro Linden: I think the suggestion is to have the scripts run on a dedicated, separate server.
[2013/01/31 15:18]  Maestro Linden: for attachments
[2013/01/31 15:18]  Rex Cronon: so they never stop even when border crossing or when u tp:)
[2013/01/31 15:18]  Jenna Felton: this is why i asked for design information :) before makingsuch suggestions. i just thought to keep all or some scripts run by something that is separated from regions, so some scripts when run by attachments are run in this instance and dont need serializations nad so.
[2013/01/31 15:18]  Jenna Felton: and*
[2013/01/31 15:18]  Simon Linden: ah, ok ... we've brain-stormed about that idea -- a separate script server -- a bit but since scripts interact so closely with the world, pulling them apart seems like a bad idea
[2013/01/31 15:19]  Jenna Felton: than you ned some data transfer between this server and the region
[2013/01/31 15:19]  Jenna Felton: when the script requests it
[2013/01/31 15:19]  Latif Khalifa: a lot
[2013/01/31 15:19]  Jenna Felton: ok
[2013/01/31 15:19]  Lucia Nightfire: heh, I can see a ton of tx there in some script cases
[2013/01/31 15:20]  Rex Cronon: considering that there r usually around 50k users on line at one time, there shouldn't be that many scripts
[2013/01/31 15:20]  Latif Khalifa: a lot of scripts have listeners for example, so every chat sentence would have to be sent to the script server for instance
[2013/01/31 15:20]  Simon Linden: sensors are pretty heavy too
[2013/01/31 15:20]  Lucia Nightfire: indeed
[2013/01/31 15:21]  Latif Khalifa: so wel'll have to live with scripts flying around with us :)
[2013/01/31 15:21]  Maestro Linden: I'm sure that with a dedicated script server, somebody would figure out a way to crash all attachments' scripts for the shard they're on
[2013/01/31 15:21]  Maestro Linden: which would also be nasty :)
[2013/01/31 15:21]  Motor Loon: Seems to me that avatar crossings take much longer than scripted object crossings anyway
[2013/01/31 15:21]  Simon Linden: I think so - it would be such a major change I don't think the payoff (if there is much) would be worth it
[2013/01/31 15:21]  Simon Linden: I'd much rather spend my time on larger regions, but that's a personal dream :)
[2013/01/31 15:22]  Rex Cronon: u could one thread for each ave. so even if somebody crashed their thread the other threads would be ok:)
[2013/01/31 15:22]  Motor Loon: I've often seen my avatar take longer to make the crossings (while wearing only 1 script), than a vehicle I'm sitting on which would have several scripts
[2013/01/31 15:22]  Motor Loon: Infact... almost always longer
[2013/01/31 15:22]  Latif Khalifa: for best results, fly around nekkid :P
[2013/01/31 15:23]  Rex Cronon: u don't need to latif. clothing doesn't have scripts attached to it. yet:)
[2013/01/31 15:23]  Jenna Felton: hehe Latif
[2013/01/31 15:23]  Simon Linden: That seems odd, Motor ... not sure what might do that. Vehicle crossings are definitely more complicated than non-vehicle ones
[2013/01/31 15:23]  Simon Linden: or seated crossings, for that matter
[2013/01/31 15:23]  MartinRJ Fayray: Lol latif
[2013/01/31 15:24]  Maestro Linden: maybe that avatar-crossing time also includes the time for the viewer to connect to the new region, get the necessary caps, and so on?
[2013/01/31 15:24]  RedMokum Bravin: Heaps of Annmarie Otoole vehicles come to mind :-(
[2013/01/31 15:24]  Maestro Linden: er, you'd have the caps already. nevermind
[2013/01/31 15:24]  Rex Cronon: i think an user has many objects attached. while a vehicle is just one object that is made of one or more prims
[2013/01/31 15:24]  Whirly Fizzle: Hey, AnnMarie is great for stress testing :P
[2013/01/31 15:25]  RedMokum Bravin: They miss a self destruct feature.
[2013/01/31 15:25]  Simon Linden: If you can see into the new region, before the crossing, your viewer is already connected
[2013/01/31 15:25]  Inara Breen: Yes, but region stress, or user stress, Whirly...? :)
[2013/01/31 15:25]  Maestro Linden: yeah, I realized that after I spoke
[2013/01/31 15:25]  Whirly Fizzle: lol
[2013/01/31 15:25]  Motor Loon: As an example, I'm working on a little zodiac... I put in code so when it detects a simcrossing, I'll run a loop - checking for the presense of my avatar in it's linkset, then do a llSleep(0.01); and check again etc. normally I'd get it running 40-50 cycles before my avatar is present again, occasionally as low a 1 cycle, and in bad cases it can be up to 500 cycles... in my experience anything above means I'm NOT comming, and can be presumed M.I.A. °͜°
[2013/01/31 15:26]  Rex Cronon: u lost your seat:)
[2013/01/31 15:27]  Jenna Felton: why so fast loops?
[2013/01/31 15:27]  Jenna Felton: 100 times per second
[2013/01/31 15:27]  Latif Khalifa: So what about Magnum, is there going to be a fix for it before next Wednesday?
[2013/01/31 15:27]  Motor Loon: just for a faster response, so my boat is not seen "pausing" during a quick crossing.
[2013/01/31 15:27]  Jenna Felton: ok
[2013/01/31 15:27]  Maestro Linden: hm, but could the script in the vehicle measure it's own crossing time? the script would be paused during crossing, and the simulators' clocks wouldn't be synchronized well enough to get a measurement in ms
[2013/01/31 15:28]  Lares Carter: I think the lowest possible sleep is 0.022 seconds since scripts run at 45 FPS?
[2013/01/31 15:28]  Simon Linden: Latif - we're scheduled to update it on Wednesday
[2013/01/31 15:28]  Maestro Linden: Latif, I just asked Andrew. "I do, yes."
[2013/01/31 15:28]  Motor Loon: Would be interesting to add Mæstro, I might do that.
[2013/01/31 15:28]  Motor Loon: but regardless, I'm still seeing my avatar taking longer than the vehicle... otherwise the vehicle wouldn't perform those cycles waiting for me
[2013/01/31 15:29]  Latif Khalifa: Maestro, I didn't quite get to what "I do" refers to
[2013/01/31 15:29]  Rex Cronon: motor. did u try crossing while sitting and having no attachments?
[2013/01/31 15:29]  Maestro Linden: he plans to fix it in time for wednesday's RC update
[2013/01/31 15:30]  Latif Khalifa: cool. it's rather serious issue, the ACK borkage
[2013/01/31 15:30]  Motor Loon: I'm always sitting on the boat yes, and I'm usually not wearing more than 1 script (my viewers bridge)
[2013/01/31 15:31]  Rex Cronon: what is " ACK borkage"?
[2013/01/31 15:31]  Maestro Linden: So yes, the interest list project is on Magnum
[2013/01/31 15:31]  Maestro Linden: Latif and Triple Peccable reported an issue with libopenmv clients, where they tend to use up a lot of bandwidth (steady 100KB/s or so)
[2013/01/31 15:31]  Rex Cronon: imo. if u have not attachments crossing should be faster
[2013/01/31 15:31]  Maestro Linden: which may happen to regular viewers too, though I haven't personally seen data rates like that
[2013/01/31 15:32]  Rex Cronon: oh. ok.
[2013/01/31 15:32]  Latif Khalifa: Rex, simulator sends a message to the viewer and it expects to receive "acknowlegment" - ack. If it doesn't it thinks message is lost and sends it again. There is a bug in Magnum that causes it not to see ACK messages from the viewer, and this end up sending the same message over and over again
[2013/01/31 15:33]  Jenna Felton: oh
[2013/01/31 15:33]  Rex Cronon: using udp, latif?
[2013/01/31 15:33]  Latif Khalifa: yes
[2013/01/31 15:34]  Maestro Linden: LeTigre has the server maintenance project that was in Magnum last week: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/13#13.01.25.269523
[2013/01/31 15:34]  Maestro Linden: or was it 2 weeks ago?
[2013/01/31 15:34]  Rex Cronon: did u check your viewer sends to correct address/port, and that it send the right message?
[2013/01/31 15:34]  Simon Linden: It's a real bug, Rex ... I was talking with Andrew about the cause earlier
[2013/01/31 15:34]  Simon Linden: He'll have a faix
[2013/01/31 15:34]  Simon Linden: fix
[2013/01/31 15:34]  Rex Cronon: oh. ok
[2013/01/31 15:34]  Maestro Linden: anyway, we haven't heard of any issues with LeTigre this week, so it will probably hit the main channel on Tuesday
[2013/01/31 15:35]  Maestro Linden: finally, we have sim support for normal and specular maps on bluesteel: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/13#13.01.26.269542
[2013/01/31 15:35]  Whirly Fizzle: The Magum fixes for high packetloss & avies/objects not rendering seem good. The screaming has stopped :)
[2013/01/31 15:36]  Nal (nalates.urriah): We just need a viewer for materials
[2013/01/31 15:36]  Latif Khalifa: Simon, just out of the curiosity, was it that appended acks are not zero-coded themselves?
[2013/01/31 15:36]  Maestro Linden: Yeah, it seems that his first fix solved the problem for most people, Whirly. A few people reported in the forum that they're still having some issues, but aside from the libomv people, they haven't followed up on requests for details
[2013/01/31 15:36]  Maestro Linden: Yeah, definitely, Nal
[2013/01/31 15:37]  Rex Cronon: actually a viewer that can dynamically load renderers would be even better:)
[2013/01/31 15:37]  Maestro Linden: In case any of you missed it, normal and specular maps (also known as 'render materials' - we flip/flop between project names a bit) make new shiny possible
[2013/01/31 15:37]  Maestro Linden: http://community.secondlife.com/t5/Tools-and-Technology/New-Open-Source-Project-to-Improve-Graphics-Rendering/ba-p/1637559
[2013/01/31 15:37]  Motor Loon: aha
[2013/01/31 15:37]  Maestro Linden: But the project viewer isn't ready yet, so there's not much to see in BlueSteel at this point
[2013/01/31 15:38]  Motor Loon: ..or test °͜°
[2013/01/31 15:38]  Jenna Felton: these materials ar awesome
[2013/01/31 15:38]  Jenna Felton: are*
[2013/01/31 15:38]  Maestro Linden: yep
[2013/01/31 15:38]  Motor Loon: Materials will be a huge difference to SL... at some point
[2013/01/31 15:38]  Rex Cronon: sow what was causing "high packetloss & avies/objects not rendering"?
[2013/01/31 15:38]  Inara Breen: I have some sneak peeks at: http://modemworld.wordpress.com/2013/01/31/materials-processing-more-sneak-peeks/ :)
[2013/01/31 15:38]  Whirly Fizzle: Geenz keeps teasing with his materials shots! http://cl.ly/image/3L0Q0G1P2e2h
[2013/01/31 15:39]  Whirly Fizzle: Looks really good
[2013/01/31 15:39]  Nal (nalates.urriah): I have some of his shots here: http://blog.nalates.net/2013/01/30/second-life-materials-update-2013-5/
[2013/01/31 15:39]  Jenna Felton: yes
[2013/01/31 15:39]  Lucia Nightfire: uh oh
[2013/01/31 15:39]  Lucia Nightfire: lag spike
[2013/01/31 15:39]  Simon Linden: There are going to be some awesome AVs with that tech
[2013/01/31 15:40]  Maestro Linden: Rex, the issue that people had last week which caused problems were that some messages sent by the server were fairly large
[2013/01/31 15:40]  Maestro Linden: and some networking equipment apparently didn't like them, and would drop the packets
[2013/01/31 15:41]  Maestro Linden: some of the packet loss was probably at the home router level, but some of it could have been ISP-level too
[2013/01/31 15:41]  Maestro Linden: Andrew reverted his changes around that specific area, and now things appear to be back to normal.
[2013/01/31 15:42]  Simon Linden: The server was definitely making some way-too-large packets
[2013/01/31 15:42]  Rex Cronon: thank u
[2013/01/31 15:42]  Motor Loon: Is there plans for making script support for setup of materials or will it be quietly forgotten like projected texture lights seemed to? °͜°
[2013/01/31 15:44]  Nal (nalates.urriah): That's a Kelly question
[2013/01/31 15:44]  Maestro Linden: That was left out of the spec on purpose, Motor. I believe the fear is that scripts could be used to thrash the server and rendering pipeline
[2013/01/31 15:45]  Maestro Linden: kind of like how uuid-flipping of sculpts is bad for render performance
[2013/01/31 15:45]  Whirly Fizzle: Bummer
[2013/01/31 15:45]  Motor Loon: arh
[2013/01/31 15:45]  Simon Linden: yeah, there are some big griefing issues there
[2013/01/31 15:45]  Motor Loon: Sounds like Obama politics to me °͜°
[2013/01/31 15:45]  Jenna Felton: /me has a question related to uuid flipping, 2 questions even..
[2013/01/31 15:45]  Maestro Linden: Runitai could probably provide details about the rendering side of that issue
[2013/01/31 15:45]  Drongle McMahon: What about existing texture animation? Will that affect all three maps?
[2013/01/31 15:46]  Maestro Linden: oh, good question Drongle
[2013/01/31 15:46]  Maestro Linden: I'm not sure, but I'll ask the team
[2013/01/31 15:47]  Drongle McMahon: I guess that's viewer though, rather than a server issue.
[2013/01/31 15:47]  Maestro Linden: Yeah, totally
[2013/01/31 15:47]  Maestro Linden: to the sim, it's just a bunch of parameters
[2013/01/31 15:48]  Maestro Linden: Okay, we're running short on time
[2013/01/31 15:48]  Latif Khalifa: i guess it should animate them all. which will allow some nice effects
[2013/01/31 15:48]  Maestro Linden: let's cut to Simon's interesting demo
[2013/01/31 15:48]  Simon Linden: Here's the blog post : http://community.secondlife.com/t5/Featured-News/Reaching-into-Second-Life-with-Leap-Motion/ba-p/1861205
[2013/01/31 15:48]  Nal (nalates.urriah): Being able to animate them ndividually would make for intersting affects.
[2013/01/31 15:48]  Maestro Linden: Yeah, I think that would be most useful, Latif. Like making tank treads move..
[2013/01/31 15:48]  Whirly Fizzle: Saw that. Its neat :)
[2013/01/31 15:48]  Maestro Linden: well, I'll ask
[2013/01/31 15:49]  Drongle McMahon: Could be complicated with independent vrepaets though.
[2013/01/31 15:49]  Simon Linden: It's basically experimental ... to see what a gesture device might do with SL. It's nowhere near a real feature
[2013/01/31 15:50]  Simon Linden: but it's certainly fun to make things happen waving your hand around ... I think we'll see some very interesting stuff in the future
[2013/01/31 15:50]  Jonathan Yap: Simon, that system you were on--was its FPS very slow? The response time seemed a bit sluggish compared to the company's demo
[2013/01/31 15:50]  Rex Cronon: too bad we can't control individual finger, otherwise would be fun to wear a glove in rl the would move our avatars fingers:)
[2013/01/31 15:50]  Motor Loon: whats the hardware? just a webcam or something more tech'y ?
[2013/01/31 15:51]  Jonathan Yap: Rex, look at the compan't demo, you can get input from the fingers
[2013/01/31 15:51]  Simon Linden: the hardware is from www.leapmotion.com
[2013/01/31 15:52]  Rex Cronon: sorry. i will have to watch the video later. i have a some problems with firefox playing videos especially when the viewer is running
[2013/01/31 15:52]  Motor Loon: hm... impressive stuff actually
[2013/01/31 15:53]  And all I got was this lousy DN (tankmaster.finesmith): looks like a MS kinex would be usable for the input device to get smiler functionality
[2013/01/31 15:53]  And all I got was this lousy DN (tankmaster.finesmith): could*
[2013/01/31 15:53]  Motor Loon: so it's kinda like a webcam facing up at the ceeling, and probably with some distance measurement kinda like microsofts kinict
[2013/01/31 15:53]  Jonathan Yap: The device itself is very small--quite impressive
[2013/01/31 15:53]  Simon Linden: there's a bunch of things happening with hardware along these lines ... Intel has a special camera made for gesture and facial recognition
[2013/01/31 15:53]  Motor Loon: sure has potential
[2013/01/31 15:54]  Motor Loon: make you think Tom Cruise eh? °͜°
[2013/01/31 15:54]  RedMokum Bravin: Hmmm tennis in SL using the wii :-)
[2013/01/31 15:54]  And all I got was this lousy DN (tankmaster.finesmith): /me doesnt want to touch anyone's wii
[2013/01/31 15:54]  Simon Linden: The device seems to have 2 sensors to get the 3D data ... but it has a bit of a blind spot at the top of the hand
[2013/01/31 15:54]  Rex Cronon: i guess u could hack that sdk and send custom gestures:)
[2013/01/31 15:54]  Simon Linden: The gun triggering doesn't work with my thumb upwards
[2013/01/31 15:55]  Motor Loon: now if we only had 3 psychic chic's too...
[2013/01/31 15:55]  Jonathan Yap: Simon, I bet you had fun working on that project
[2013/01/31 15:56]  Motor Loon: so you need a 2nd controller, mounted on the ceeling facing down and you're all covered °͜°
[2013/01/31 15:56]  Jonathan Yap: what happens when the cat walk past? :)
[2013/01/31 15:56]  Rex Cronon: jonathan, even though u can get input from the fingers there is no way u can actually bend the fingers of your ave:(
[2013/01/31 15:57]  Jonathan Yap: rex, you would not want that in any case--bending various fingers could invoke different controls
[2013/01/31 15:57]  Rex Cronon: it would be fun:)
[2013/01/31 15:58]  Simon Linden: It was a lot of fun ... I think there's potential there, along with touch screens, but it's going to take a lot of work and experiments to see what really is good or not
[2013/01/31 15:58]  Object: Hello, Avatar!
[2013/01/31 15:59]  Rex Cronon: that code u wrote simon could be moded to interface with other input devices. right?
[2013/01/31 16:00]  Motor Loon: I was looking at some MoCap stuff the other day... some very very cool stuff around now using a simple Microsoft Kinect (both version using 1 or 2) - looks like making MoCap animations for Second Life‚Ñ¢ is getting within a decent pricerange so the "regular" guy can join in too.
[2013/01/31 16:00]  Simon Linden: Rex - what I wrote was pretty quick-and-dirty for the Leap Motion device. It could be used, however, to see how I make things happen in SL
[2013/01/31 16:01]  Simon Linden: It needs a lot of work to be generic for other devices
[2013/01/31 16:01]  Rex Cronon: u could connect your wii controller to the sl viewer:)
[2013/01/31 16:02]  Latif Khalifa: Simon it looks pretty cool!
[2013/01/31 16:02]  Rex Cronon: that might need an hardware hack too
[2013/01/31 16:02]  Simon Linden: or a kinect ... I'd love to see an easy to use kinect to SL animation tool chain
[2013/01/31 16:03]  Motor Loon: http://www.ipisoft.com/ <-- for those interested in MoCap'ing
[2013/01/31 16:03]  Rex Cronon: if the kinect works, that might be a boom for xxx services. haha
[2013/01/31 16:03]  Motor Loon: lol Rex
[2013/01/31 16:03]  Whirly Fizzle: Hah I was just thinking that! Xcite would have a field day with this
[2013/01/31 16:03]  Rex Cronon: lols
[2013/01/31 16:03]  Simon Linden: That ipisoft looks great -- but isn't cheap
[2013/01/31 16:04]  Motor Loon: No not yet... but if they get some more competition (and I'm sure they will) it should get alot better... it's just software after all
[2013/01/31 16:05]  Rex Cronon: well. i have to go. tc everybody and have a nice day
[2013/01/31 16:05]  MartinRJ Fayray: Take care
[2013/01/31 16:05]  Whirly Fizzle: Have fun Rex!
[2013/01/31 16:05]  Inara Breen: Ciao, Rex
[2013/01/31 16:05]  Rex Cronon: have fun:)
[2013/01/31 16:05]  fuse McGinnis: bye
[2013/01/31 16:05]  Motor Loon: Express version 295usd, with suppot for 1 kinect... and ofcourse you'd have to get one of those...
[2013/01/31 16:05]  Jenna Felton: have good time Rex
[2013/01/31 16:05]  Simon Linden: yeah, I've looked at the free kinect-to-SL tool chain and it's there but looks kinda wonky.
[2013/01/31 16:06]  Maestro Linden: Alright, we're well past time
[2013/01/31 16:06]  And all I got was this lousy DN (tankmaster.finesmith): thx foryour time and info, maestro and simon „ã°
[2013/01/31 16:06]  Maestro Linden: I have to get going too
[2013/01/31 16:07]  And all I got was this lousy DN (tankmaster.finesmith): have a good weekend
[2013/01/31 16:07]  Maestro Linden: thanks for coming, everybody!
[2013/01/31 16:07]  Inara Breen: Thanks, Simon, Maestro
[2013/01/31 16:07]  fuse McGinnis: good nite
[2013/01/31 16:07]  Yuzuru (yuzuru.jewell): Thank you, Maestro.
[2013/01/31 16:07]  Lares Carter: Thanks for the meeting. Great stuff, Simon.
[2013/01/31 16:07]  Maestro Linden: you too
[2013/01/31 16:07]  Whirly Fizzle: Thanks Lindens :)
[2013/01/31 16:07]  Latif Khalifa: thank you :)
[2013/01/31 16:07]  RedMokum Bravin: Thanks all for the info.
[2013/01/31 16:07]  Yuzuru (yuzuru.jewell): Thank you, Simon.
[2013/01/31 16:07]  RedMokum Bravin: Some stuff to look forward to.
[2013/01/31 16:07]  Motor Loon: (Whirly - wierdest toes ever)
[2013/01/31 16:07]  Yuzuru (yuzuru.jewell): See you!
[2013/01/31 16:07]  Jenna Felton: thanks for the meeting, too
[2013/01/31 16:07]  Whirly Fizzle: lol
[2013/01/31 16:07]  Simon Linden: Thanks everyone for coming today
[2013/01/31 16:07]  Motor Loon: °͜°