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Second Life – glTF – Supercar

2025, June 4 - 09:55

The “Supercar” mesh model is an interesting example of a reasonably large complex mesh that cannot be uploaded in a single part.

The 3D models of Gerry Anderson’s Supercar and Black Rock Laboratory were originated around 1998 in Cinema3D by Mick Imrie with support from Austin Tate and have been converted to many other formats, and ported eventually to Blender. I have continued to tidy up those models and improve their fidelity with the puppet-scale Supercar using the Mick Imrie’s continuing research around 2021, from the TV series, with additional input from annuals and comics.

glTF Transformation and Simplification

Models when exported from Blender may have many mesh parts (called instances in the Second Life uploader), have some parts with many vertices or or simply be too large a file in total. Models and their parts cannot exceed certain limits:

  • The is a limit of 65,363 vertices (i.e. just under the 65,534 “16-bit limit”).
  • Any mesh part face cannot have more than 8 materials.
  • There cannot be more than 4,000 mesh parts (instances) in a model.
  • Models must be less than about 56MB in total.
  • There must be less than 256 mesh parts (instances) in a model or the model will upload without linking into one inventory item which can make it difficult to edit, move or delete when rezzed in world.

Handling Large Models and glTF Tools

You can slit up the model into multiple parts in Blender, anchoring each part in a suitably renamed “Empty (arrow)” object placed at <0,0,0>. These can then be individually hierarchically selected to export those selected parts to glTF/.glb. I use Gaia Clary’s Avatar Exporter from https://www.avalab.org/avatar_exporter/ for consistency of the exports as it sets the default glTF exporter settings appropriately for Second Life.

You can then use a glTF mesh optimiser with appropriate settings to simplify the mesh, join parts with common materials, etc. Two appropriate tools are:

  • http://glb.babylonpress.com – Use “Keep Original Textures” setting, other settings could be defaults.
  • https://gltf.report – In the script add // to comment out the textureCompress line to keep original textures, other settings could be defaults.

Simplifying the model this way can be very useful, lower upload fees where applicable, and make then faster to rez in world. But check the result against your original (using say the Khronos glTF Sample Viewer Validator and its Advanced Controls functions. You can also load the transformed model glTF/.glb back into Blender to look at the various joined/welded parts to see if any individual part now breaches the vertices limit.

Also note that although both tools I listed are based on the same code library, they have chosen different defaults for their settings, so the results of the mesh transformations may be quite differentif you stick with those defaults. For example on the Supercar light brass trim/piping the original .glb was 4.5MB with 136,992 vertices but could be mesh uploaded as it was spread over 16 mesh parts. The glb.babylonpress.com “optimised model” (with default settings except for keeping original textures) was actually larger at 4.8MB also with 136,992 vertices but only 1 part, which could not be uploaded. But the gltf.report version (again with default settings except for keeping original textures) was 1.7MB and 65,050 vertices and just 1 mesh part (i.e. it had simplified the mesh more, even though it was very close to the vertices limit). So you need to look at what the glTF tools are doing and decide which works best for you.

Handling Materials and Textures

When uploading a model as separate glTF parts to avoid mesh uploader limits, or indeed even while testing meshes where multiple versions may be uploaded, it may be wise to upload the materials and texture involved just once and only later change any that actually alter. This will also save on upload fees where applicable.

Make a .glb of the entire model and give it a short name, e.g. “Supercar.glb”, as the file name will be used as a root of material and texture names in inventory.

Use the mesh uploader on the model, but ONLY use the materials bulk uploader to import those. Cancel the mesh upload itself. The mesh may not even be able to upload and be over the limits, but that dues not matter. That way you can get all the materials and textures and place them in a convenient location, perhaps using “Create folder from selected” on the selection of “Recent” inventory items to make that easier.

The numerical settings for metallic/roughness should be carried over from you models into the uploaded materials. But (at least for now, 4-Jun-2025) It seems for metallic/roughness properties to apply you may need to change the “unset” texture for that feature to a blank texture for this to work correctly.

Uploading the Mesh Models

Upload each model now without materials or textures. Place them all in a suitable folder for convenience.

Remember to choose a physics model or you may get a confusing “MAV Block Missing” message when Calculating weights and fees.

As an example the costs for uploading parts of the Supercar model were:

  • Materials and Textures: L$150
  • Core: L$204 (glb.babylonpress.com version) – 39 parts
  • Jets: L$40 (glb.babylonpress.com version)- 2 parts
  • Trim (gltf.report version) 1 part: L$45
  • W ings and Canopy Top (ready for animation) – 6 parts: L$22

In-world Processing

Rez each part trying to align them onto a specific <X,Y,Z> as some parts MAY align on the same origin. Not always though. Once you have correct alignment you can link the parts so long as the total linked model stays less than 256 parts.

The white areas on each mesh part are where a textured material needs to be applied. Simple coloured materials already have “Blinn-Phong” base colour/diffuse colours added but can be overridden with more the detailed PBR materials uploaded earlier. Now you are ready to apply the materials. Sensible clustering of the same material objects in the simplified meshes means once a material is applied to one face it will apply to all the ones that were joined together in the simplification process.

Texturing, final finishing, wing and canopy top animation, scripted seating for pilot or NPC, etc. are then added.

Add Mike Mercury Pilot Model

A Mike Mercury model created using an AI tool to produce a 3D model from a 2D image, rigged in https://www.mixamo and posed in Blender in a pilot seated pose is then added in.

https://blog.inf.ed.ac.uk/atate/2025/02/20/meshy-2d-image-to-3d-model/

Flying Supercar

Vehicle scrip(s) can be added to let you “fly” Supercar, go underwater, animate the wings and canopy, etc.

Second Life – glTF – Sintel Avatar

2025, June 3 - 14:59

As part of testing Second Life glTF Mesh capabilities in the first glTF “Test Project Viewer” from Linden Lab – Second Life Test 7.1.14.15364143480.

The Open Source Blender Project “Sintel” character has been used in a number of open source projects and a version is available to use as an avatar or character in environments such as Second Life,. OpenSim and Unity.

I tidied up a previously working Blender project (and Collada export) that worked as a simplified mesh avatar in Second Life and OpenSim. This Sintel avatar core rigged version was created from a Collada/DAE mesh provided by SLB Wirefly to Ai Austin on 30-May-2015 using a base Blendswap Sintel Model by gregzaal with textures from http://www.sintel.org/news/sintel-lite/. That tested okay as Collada and glTF rigged mesh import into Second Life although the rigged mesh eyes were out of position probably due to a rigging issue.

I then added back in mesh details from a more complete Sintel Model from Animium for arm and leg bands, armour plates, belt, bags and knife, backpack and staff. Some of which I tried to link to relevant bones. This allowed posing in Blender but are not properly rigged yet (to be worked on).

A backpack was also added from the “Blend Swap Sintel Backpack” by Pablo Lizardo and Jarrhead (https://www.blendswap.com/blend/2138 – [3462_Sintel_backpack_textured.zip) based on “Sintel backpack textured” by Jarrhead on May 23, 2011. Downloaded from http://www.blendswap.com/blends/view/3462.

Second Life – glTF – Batmobile

2025, June 2 - 16:56

As part of testing Second Life glTF Mesh capabilities in the first glTF “Test Project Viewer” from Linden Lab – Second Life Test 7.1.14.15364143480

I uploaded a glTF export of the 1966 Batmobile using the freely available 3D Warehouse Sketchfab Models by Sam146 (https://sketchfab.com/sam146)
https://sketchfab.com/3d-models/1966-batmobile-744a9b83b392454897d296c2919f1f91. Blender import of Collada original model and textures, conversion to power of 2 textures, flipping many normals to regularise the appearance of the model and additions to more closely resemble the 1966 TV series Batmobile.

The meshes were exported from Blender to glTF creating a mesh with 269 mesh parts. Then the meshes were transformed via https://glb.babylonpress.com (flatten, join, weld and simplify, leaving textures unchanged) to reduce the number of mesh parts to less than the 256 limit for the mesh uploader. See
https://blog.inf.ed.ac.uk/atate/2024/05/06/batmobile-3d-model/


Second Life – glTF – Silent Running Drones

2025, June 1 - 21:54

As part of testing Second Life glTF Mesh capabilities in the first glTF “Test Project Viewer” from Linden Lab – Second Life Test 7.1.14.15364143480

I uploaded glTF exports of the Silent Running drones using the freely available Sketchfab 3DWarehouse Models by Martin T. Drone 1 (Dewey), Drone 2 (Huey), Drone 3 (Louie). See https://blog.inf.ed.ac.uk/atate/2022/02/12/silent-running/.

The meshes were imported to Blender and then exported to glTF before uploaded to Second Life. A suitable Animation Overrider with a waddling Drone Walk and a suitable Stand pose was added into the avatar version.

Drone #1 – Dewey – Avatar – Rigged glTF Mesh

A rigged avatar simplified mesh variant of Drone #1 created from those models by Fred Beckhusen was used to test basic avatar rigging via glTF meshes using an earlier version of the glTF mesh uploader where some aspects of rigged mesh upload worked – Second Life Project Gltf-mesh-import 7.1.14.15205102881. At the time of posting the rigged glTF mesh upload was not working correctly and is under development.

Second Life – glTF – Pisten Bully 300

2025, June 1 - 21:45

As part of testing Second Life glTF Mesh capabilities in the first glTF “Test Project Viewer” from Linden Lab – Second Life Test 7.1.14.15364143480

I uploaded a glTF export of the Pisten Bully using the freely available 3D Warehouse Sketchup Models Pisten Bully 300 via 3dwarehouse.sketchup.com by Digital Impressions along with added tracks and groomed piste grooves. See
https://blog.inf.ed.ac.uk/atate/2018/07/24/pisten-bully-3d-models/

The meshes were imported to Blender and then exported to glTF. Then the meshes were transformed via https://glb.babylonpress.com (flatten, join, weld and simplify, leaving textures unchanged) to reduce the number of mesh parts to less than the 256 limit for the mesh uploader. A little bit of glTF PBR materials and a seat inside for the driver complete the experiment.


Second Life – glTF – 2001

2025, May 31 - 18:02

As part of testing Second Life glTF Mesh capabilities in the first glTF “Test Project Viewer” from Linden Lab.

I uploaded a glTF export of the 2001 Station and Orion Shuttle using the freely available 3D Warehouse Sketchup Models of the 2001 Space Station by Filip and the Orion III PanAm Shuttle made by Daniel M. With a little rotating script it works very well. See
https://blog.inf.ed.ac.uk/atate/2017/02/15/sine-space-2001-a-space-odyssey/


Visit on the Second Life Beta Grid at
secondlife://Aditi/secondlife/Rumpus%20Room%202050/145/213/141

Try this music and turn up the volume…

An “Outer Space” environmental setting is used to give a dark bright stars environment with intense lighting, setting the Earth disk and Moon near to one another in the sky from the spacestation, and a non-reflective very dark “sea”.

glTF Interactivity – Resources

2025, May 29 - 15:09

The glTF interactivity extensions simplify authoring workflows, encourage cross-platform consistency, and enable content creators to build self-contained interactive assets that can be deployed in applications where hard-coding interactivity is infeasible. The glTF Interactivity Task Sub Group (TSG) plans to submit the foundational KHR_interactivity extension alongside a suite of complementary extensions, including:

  • KHR_node_hoverability – to tap on an object to animate it.
  • KHR_node_selectability – to tap on an object to show or hide additional content.
  • KHR_node_visibility – to hover over an object to show or hide content or play an animation.

https://www.khronos.org/blog/gltf-interactivity-extensions-approach-finalization-your-feedback-needed

AvaLab Avatar Exporter

2025, May 27 - 12:42

https://www.avalab.org/avatar_exporter/

The AvaLab Avatar Exporter is a free add-on built by Gaia Clary to support Linden Lab in testing glTF rigged mesh and avatar uploads. It exports your rigged mesh or avatar in both Collada (.dae) and glTF (.glb) files. The exporter is based entirely on Blender’s native exporters and is designed for fast and consistent exports, with default settings tailored for Second Life compatibility.

Install Instructions

  1. Download Avatar Exporter
  2. Keep the ZIP file as is – don’t unpack it.
  3. In Blender-4, open: Edit → Preferences → Add-ons → Install from Disk… (use down arrow at top right)
  4. Select the ZIP file you just downloaded and click Install Add-on.
  5. Enable the checkbox next to Avatar Exporter.

You’ll find the exporter in Blender under: File → Export → Avatar Exporter

Watch the Video for a brief overview:

Sharing Blender files via pasteall.org

For debugging you can share Blender files via pasteall.org which is a free public service for exchanging .blend files. You can secure your .blend file by entering a password during the upload. Here is the workflow:

  1. open http://pasteall.org/blend
  2. Select your blend file on your local disk
  3. (optionally) enter a password of your choice
  4. Right after the upload completed you will get redirected to the download link for your blend file (look in the browser command line). Please copy this Link (use CTRL C)
  5. Add the download link and the password (if you have specified one) to your message to whoever you wish to share the .blend file with.

Ringworld Environment in Second Life

2025, May 21 - 20:30

The “Ringworld” of science fiction writer Larry Niven is an artificial habitat that completely encircles its star – with a surface area about three million times that of the Earth. Having been built by the “Ringworld Engineers”, it has been abandoned for millions of years when visitors arrive.

Second Life allows custom environmental settings. One provided by Nacon is in the Second Life Inventory Library as “Nacon’s Ringworld-1”. Below are views looking East (daytime) and West (nighttime) along the ring plane…

Satellite Belt K

2025, May 21 - 20:20

Following on from my use of AI tools and other resources in the development of “The Further Adventures of Kemlo & Krillie in Space”, based on the 1960s Kemlo children’s books by E.C. Eliott, this blog post looks at a virtual worlds build in OpenSimulator of a “Satellite Belt K” region.

For more details of the background and the AI tools used to develop resources, see https://blog.inf.ed.ac.uk/atate/2024/02/19/kemlo-and-krillie/

The OpenSimulator OSGrid region “Belt K” can be reached via this “hop”…

hop://hg.osgrid.org:80/Belt%20K/130/128/24


Satellite Belt L is seen in the distance. Kemlo and Krillie avatars have a range of outfits, some based on Star Trek style clothing… note the “K” insignia…

An “Outer Space” environmental settings is used to give a dark bright stars environment with intense lighting and setting the Earth disk and Moon near to one another in the sky from the spacestation.

Supercar in Blender 2025

2025, May 4 - 15:23


The 3D models of Gerry Anderson’s Supercar and Black Rock Laboratory originated around 1998 in Cinema3D by Mick Imrie with support from Austin Tate have been and converted to many other formats, and ported eventually to Blender. I have continued to tidy up those models and improve their fidelity with the puppet-scale Supercar using the Mick Imrie’s continuing research around 2021, from the TV series, with additional input from annuals and comics. Details of the new models was provided at https://blog.inf.ed.ac.uk/atate/2023/11/02/supercar-updated-model/.

Recent improvements and checks that glTF export was working well have led to new versions of the models which are documented in this blog post.

Images below are taken from the Khronos glTF sample Viewer on glTF Outputs from the models in Blender 4.4.3.

Supercar Interior and Dash

Supercar with Accessories – Magnetic Grab and Rocket Gun


Mike Mercury Models

I am now using two different models of Mike Mercury. One derived from images of the Harrop figurine using Autodesk’s 123D tool and the other generated by the Meshy Image to 3D model AI tool.


Black Rock Laboratory Models

Exterior and Interior models of Black Rock Laboratory in Blender are unchanged and work well in glTF format.

Second Life – glTF Mesh Uploader Tests

2025, April 21 - 17:08

This blog post is to provide resources used in testing glTF Mesh capabilities in Second Life. This is to be done via an extension of the Collada (.dae) mesh uploader. The glTF after export will be converted to the common Second Life Mesh (SLM) format used internally already for Collada meshes. It is possible that the internal format will be extended to cope with glTF features where needed.

Basic GLTF Mesh Import – https://github.com/secondlife/viewer/issues/3831

Previous glTF Mesh Preview Mechanism

  • April 2024 – early glTF mesh preview in Second Life, April 2024.
    See https://blog.inf.ed.ac.uk/atate/2024/04/11/gltf-mesh-tests-in-second-life/
  • June 2024 – some issues arose with applying transforms and handling vertex normals.
    See https://github.com/secondlife/viewer/issues/1873
  • April 2025 – the early mesh preview method will be removed at some stage.

Requests for things to support in the glTF Mesh Uploader

  1. Visual compliance with Khtonos glTF Sample Viewer – So long as the mesh looks as it does in the Khronos glTF Sample Viewer we will be good. Check that transforms are properly applied to avoid misplaced, wrongly scaled, exploded and rotated model parts. A good test model for this is the NASA Ingenuity Mars helicopter mesh.
  2. Mesh Size Limitations – Ensure that the size of model limit is set high to allow for essentially region scale builds, e.g. oil rig test model (56MB glb, 9342 meshes, 955880 triangles, 4258 opaque materials, 92 transparent materials).
  3. Reduce or remove 0.01m limit on dimensions of mesh parts – The SL Mesh (as well as prims) does have a minimum element mesh size of 0.01m which I have found to be problematic. The smaller dimension parts expand to that minimum size on Collada import. It is a problem for items such as jewellery, vehicle instrument panel parts, thin aerials, etc. It also limits the ability to scale down an imported mesh which happens to have even a single small part. Prims can be made tiny well below the 0.01m limit via slice, path cut, taper and other object editing capabilities. But that option is not open to mesh. So I hope the lower limit on mesh part dimension can be removed entirely or lowered to say 0.00001m as the build tools already have that range. This may also be an issue for rotations and positions to keep an imported mesh visually accurate.

Test Meshes

NASA Ingenuity Mars Helicopter

This is a small model prepared by NASA and released in Blender and .glb formats.

https://nasa3d.arc.nasa.gov/detail/ingenuity_thumb
https://github.com/nasa/NASA-3D-Resources/tree/master/3D%20Models/Ingenuity%20Mars%20Helicopter

Gerry Anderson’s Supercar

Supercar vehicle, Black Rock Lab (BRL) and Mike Mercury figure glTF meshes exported from the Blender models are good tests of a range of complexity in the models.
https://blog.inf.ed.ac.uk/atate/2023/11/02/supercar-updated-model/

RGU Oil Rig

The RGU Oil Rig is a region scale build used in OpenSim for some years for training of offshore oil rig workers.
https://blog.inf.ed.ac.uk/atate/2019/08/15/oil-rig-training-experience-in-firestorm-vr/

glTF Mesh Data

NASA Ingenuity Mars Helicopter

    .glb File Size: 2.7MB
    Meshes (Nodes): 11
    Vertices: 8502
    Triangles: 9124
    Opaque Materials: 9
    Transparent materials: 1

Supercar with Extended Wings

    .glb File Size:
    Meshes (Nodes): 1501
    Vertices: 510174
    Triangles: 273230
    Opaque Materials: 54
    Transparent materials: 4

Supercar with Both Wings, All Accessories and Blast Wall

    .glb File Size:
    Meshes (Nodes): 1549
    Vertices: 545014
    Triangles: 293157
    Opaque Materials: 2
    Transparent materials: 0

Mike Mercury Figure

    .glb File Size:
    Meshes (Nodes): 4
    Vertices: 42606
    Triangles: 24415
    Opaque Materials: 63
    Transparent materials: 4

Black Rock Lab Exterior

    .glb File Size:
    Meshes (Nodes): 891
    Vertices: 68412
    Triangles: 39037
    Opaque Materials: 31
    Transparent materials: 1

Black Rock Lab Interior

    .glb File Size:
    Meshes (Nodes): 1415
    Vertices: 455142
    Triangles: 181935
    Opaque Materials: 88
    Transparent materials: 0

RGU Oil Rig

    .glb File Size: 56MB
    Meshes (Nodes): 9342
    Vertices: 1303822
    Triangles: 955880
    Opaque Materials: 4258
    Transparent materials: 92

Ray Gun

2025, February 22 - 14:25

My favourite SciFi ray gun is Dr. Grordbort’s Righteous Bison Ray Gun, at one time sold as “replicas” by Weta Workshop. See here in use by Art3mis from the film Ready Player One.

Trying out the MeshyAI 2D Image to 3D Model Tool (see this blog post) gave me an opportunity to create a personal use 3D model of Dr. Grordbort’s Righteous Bison Ray Gun that could be imported to Second Life and OpenSim to use as a weapon.

A reasonably high resolution isolated image of the ray gun was used and the model produced was saved in .blend format, and from there exported to Collada (.dae) to import to Second Life. [Tip: if the mesh calculate fees and check indicates there are “degenerate triangles” you should either use Analyse/Simplify or just not choose a physics model at all.] A couple of pressure gauges, each modelled as a simple textured cylinder, were linked for added realism. A little scripting, pistol shoot pose, some sound effects and a physical “bullet” projectile mechanism completed the weapon.

Creation Process

Ray Gun in Second Life

Source Images (thanks to Weta Workshop)

More Information on Dr. Grordbort’s Righteous Bison Ray Gun

Meshy 2D Image to 3D Model

2025, February 20 - 21:15

Trying Meshy 2D Image to 3D Model AI Generator at – https://www.meshy.ai/features/image-to-3d – Impressive.

Original 2D Image is from Big Chief‘s now aborted project to produce miniature figure models of Gerry Anderson characters… this one being Mike Mercury from Supercar.

This produces a textures 3D model which you can then download in various formats including Blender and glTF.

This can be opened in Blender and concerted to Collada (.dae) and then be imported into Second Life.

Mistral Le Chat

2025, February 8 - 18:00

Following my earlier experiments with queries to ChatGPT, DALL·E and Leaonardo.ai image generation, and seeing a post by President Macron of France at the 2015 AI Safety summit in Paris, I thought I would try the new Mistral Le Chat tools – https://chat.mistral.ai/

For a detailed guide on client libraries and API specs, check out the documentation: https://docs.mistral.ai/.

Chat Testing

TBA

Image Generation

I tried an earlier prompt I had given to ChatGPT, DALL·E and Leaonardo.ai…

Photorealistic, view from inside a modern house, overlooking stormy ocean, steep forested hillside, sunset, jagged rock pinnacles offshore, ((cat inside house looking out)), (humpback whale breach 300m offshore)

Interestingly, it did not actually generate an image but gave a number of pointers to sites that provided (free, licenced and copyright) images and indicated suitable filters to use on those sites.

Ready Player One Art3mis Ray Gun – Image Query

I had just been checking the details of an image from the film “Ready Player One” which had the female character Art3mis holding a ray gun and I wanted to know which film or studio that was from. It turned out to be a Weta Workshop Dr. Grordbort’s Righteous Bison Ray Gun. So I wondered if Le Chat could analyze the image and find that. This was the result. Note that Le Chat initially have a simple generic (and wrong) answer based on sci-fi films in general. It was only when challenged that it said it was wrong and my prompting was correct. It even indicated it had taken the information on board. It is difficulty to know if this was user appeasement or a real check of the available materials. It can also lead to many false statements being incorporated to guide future (mis-)information.

Second Life in a Web Browser

2025, January 2 - 22:00

Project Zero from Linden Lab is an early experiment with provding access to Second Life via a web browser using streaming technology. Limited initial access for testing is available via https://zero.secondlife.com

Browser-Based Access to Second Life: Limited Testing Begins Today – Linden Lab Blog Post, 2-Jan-2025.

Discussion Forum for Feedback

Second Life in Your Browser: A New Initiative from Linden Lab – Inara Pey Blog Post – 2-Jan-2025.

The browser view opens with the last avatar you have logged into https://secondlife.com account web site. To change avatars log out and back in again with the avatar you want to use in the browser view.

The window opens at 1920×1080 (1080p) so initially will not work without scrolling on smaller screens or in a smaller window. Use your browser “zoom” function to reduce the size of the user interface to view in smaller windows.

Windows Subsystem for Linux – LSL – Resources

2024, December 31 - 12:00

The Windows Subsystem for Linux (WSL) lets developers install a Linux distribution (such as Ubuntu, OpenSUSE, Kali, Debian, Arch Linux, etc) and use Linux applications, utilities, and Bash command-line tools directly on Windows, unmodified, without the overhead of a traditional virtual machine or dualboot setup.

Install WSL
https://learn.microsoft.com/en-us/windows/wsl/install
wsl.exe --install (in a command prompt run as administrator)
Installs WSL and Ubuntu distribution of Linux (https://help.ubuntu.com). Needs approx 3.5GB disk space, or 4.1GB after an initial package update.

Setup username and password (initial admin/su account)
https://learn.microsoft.com/en-us/windows/wsl/setup/environment#set-up-your-linux-username-and-password

Update and Upgrade
sudo apt update && sudo apt upgrade

See Files in Linux Filestore
To open your WSL project in Windows File Explorer, enter: explorer.exe .
Be sure to add the period at the end of the command to open the current directory.

Complete Uninstall of WSL
https://superuser.com/questions/1317883/completely-uninstall-the-subsystem-for-linux-on-win10
wsl --uninstall

A-Frame – Resources

2024, December 30 - 10:04

A web framework for building 3D/AR/VR experiences with HTML and Entity-Component on any headset, mobile and desktop. https://aframe.io/

Using glTF models in an A-Frame application: https://aframe.io/docs/1.6.0/introduction/models.html

Example of Ruth2v4 exported to glTF (.glb), visualised in A-Frame and animated with bone and joint sliders by richardanaya: https://github.com/richardanaya/aframe-avatar/

Glitch can be used to create WebXR experiences using A-Frame: https://glitch.com/webxr

Akeruka Mesh Heads for Older Style Avatars

2024, December 18 - 16:58

An older style of avatar mesh head has been provided as a free download at Christmas 2024 at the Akeruka Mesh Head store for its group members. A compatible skin is needed to make this work, which is a paid for item. But its an interesting development. A few users have commented that its fun to make a grandma and grandad style avatar.

Flickr Photos: https://www.flickr.com/photos/kaoz/ [Bridget, Alfred]

OpenSimulator Community Conference 2024 – OSCC24

2024, December 7 - 15:08

The OpenSimulator Community Conference (OSCC) is one of the longest running virtual conference series, having started in 2013 and run annually since. This is OSCC’s 12th year and the event celebrates 17 years of OpenSimulator as the first commit was January 31, 2007. The OpenSimulator community and Avacon Inc. come together to run the event on the OpenSimulator Community Conference (OpenSimCC) grid – http://cc.opensimulator.org:8005 [LoginURI: http://cc.opensimulator.org:8002]

The main keynote presentations area uses the adjacent corners of 4 sims to provide capacity for up to around 400 attendees. There are many other regions for avatars, shopping, exhibition booths for presenters, OpenSim community hub, music and dance venues, etc.

Links to my blog posts on earlier OpenSimulator Community Conferences.. https://blog.inf.ed.ac.uk/atate/?s=oscc

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