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Second Life Ice Skating 2023

2023, November 29 - 14:09

Flyte Ice Skating Lake Updated for 2023 by Jenna Dirval and her Team
http://maps.secondlife.com/secondlife/FlyGearZ/7/215/26

As in 2022, Flyte on the FlyGearZ region has a wonderful skating lake set in a moody landscape of snow and ice under a sky with aurora and rainbows. The lake edge has lapping water, ice slabs and boulders. Choose relaxed or trick skating for singles or couples and enjoy the scenery.





For other Winter Sports and Ice Skating experiences in Second Life see
https://blog.inf.ed.ac.uk/atate/second-life-ice-skating-2022/

Supercar Updated Model

2023, November 2 - 10:46


The original Supercar model was created in Cinema 4D by Mick Imrie with support from Austin Tate back in 1998 (see https://www.aiai.ed.ac.uk/~bat/GA/supercar-3d.html) and subsequently converted to a number of other modelling tools by people in the Gerry Anderson Model Makers Alliance (GAMMA). Via conversions its been used in a range of ways including flight simulators, space simulators, games, virtual worlds, VR experiences, etc.

Over the last couple of years Mick Imrie has also been developing a new model with help from Austin Tate and Shane Pickering. It includes simplified geometry suitable for making various levels of detail and for having variants suited to different platforms like flight simulators and game engines as well as high fidelity mesh models for rendering. See https://blog.inf.ed.ac.uk/atate/2021/02/23/mick-imrie-supercar-take-2/

1998 Model Updated with Lessons Learned

Using some of the lessons learned while studying for the 2021-onwards update by Mick Imrie, Austin Tate has taken the original 19998 model, converted it for Blender and incorporated changes that are compatible with the original shape. It is still a model with high complexity and the basic shape is unaltered from the 1998 model. Bit it fixes a number of issues with flipped normals, the fuselage and dashboard top piping is altered to a light brass colour, etc.

Supercar in Unity

Via FBX (.fbx) export from Blender, the Supercar model can be taken into Unity using the Standard Rendering Profile (SDP) or the High Definition Rendering Profile (HDRP).

Khronos glTF Test Viewer

As a test the Blender model was exported to glTF(.glb or .gltf) and tested in the Khronos glTF Test Viewer, which is intended to act as a benchmark for such models.

https://github.khronos.org/glTF-Sample-Viewer-Release/ [GitHub Code]


Blender Tips

2023, October 23 - 10:44

This blog post lists of a number of tips I have found useful to act as a reminder when using Blender. The tips are tested in Blender 3.6.4 or later.

View and Flip Normals

Show face orientation – in Object Mode use the down arrow (V) on the Overlays icon near the top left and tick “face Orientation”. Blue faces point towards you, red faces point away from you.

Select a mesh in Object Mode then in Edit Mode ensure that “Face” selection is selected (versus vertex and edge) and then select the faces to be flipped and use Mesh > Normals > Flip.

Fill Holes in Mesh

Mesh clean up – Select mesh in Object Mode then in Edit Mode use Mesh > Cleanup > Fill Holes
Or mesh holes can be patched in various other ways, e.g. see…

Change an Object’s Material

In the Outliner (usually on the upper right) select the object and the details of it appear in the Inspector below. Open the materials tab (beach ball icon) and it will show any material attached. You can remove (“-“) the current material and add (“+”) another. Use the drop down (“V” on the material selector to choose from one of the existing materials.

Adding, Duplicating, Renaming and Parenting Objects

When a new object is added it usually is placed in its own “Collection”. You can move it to within a current Collection by selecting it and using the “M” key and the choosing the collection to move it to.

You can rename an object in Object Mode by selecting it and using Edit > Rename Active Item.

An object can be duplicated within Object Mode by selecting it and using Object > Duplicate Objects.

Exporting via FBX to Unity

Select the objects to be exported and use File > Export > FBX. Tick “Selected Objects” only and you can also untick “Bake Animations” for static objects.

Import to Unity suggestions: create a new Assets folder to contain the items. Upload all the textures into a sub-directory “Textures”. Drop into the folder the FBX file. This should associate the textures where they are used in the model’s materials automatically. Click the model to open it in inspector. In the Materials Tab select Location > “Use External Materials (Legacy)” and Search > “Local Materials Folder” and click Apply. That will create a Materials folder locally which will allow the materials to be edited or adjusted.

If you have previously customised the materials you can keep the previous copy. If you exit Unity you can replace the newly cerate d Materials folder with the previous one and restart. The the previously customised materials will be used. If pink materials show up, some were not properly linked. You can just drop others into the pink objects.

World Science Fiction Convention 2023

2023, October 19 - 10:22

The 81st World Science Fiction Convention opened in Chengdu, China on 19-Oct-2023.

Chasing Dreams for the Future – Promotional Video

https://www.youtube.com/watch?v=SD-Xaq-hyHM

Glasgow 2024 – A Worldcon For Our Futures

The 82nd World Science Fiction Convention (Worldcon)
The Scottish Events Campus (SEC), Glasgow, Scotland
August 8-12, 2024

Unity – Water Scenes

2023, October 17 - 20:49

Improved water visuals are available in Unity via new capabilities in the HDRP render pipeline under Unity 2022.2 and Unity 2023.1. There is a package of several sample scenes available that can be included in a project as a basis for customisation, and also a complete “WaterScenes” Unity project with Island, River and Pool scenes

WaterScenes – The Island

This scene use an infinite water surface to simulate the ocean. In addition, this scene uses water deformers and foam generators to improve the visual around the shoreline. There are also examples of how to use custom render textures to generate water deformers.

In play mode a 3rd Person controller is used to visit the island. Keybord controls:

    W/Z or up arrow: forward
    S or down arrow: backward
    A/Q or left arrow: left
    D or right arrow: right
    Space: jump
    A game pad can be used too.

WaterScenes – The River

This scene use instanced quads for the water surface in addition to a current map to simulate the flow. In play mode there are 2 fix cameras. TAB key is used to switch between them.

WaterScenes – The Pool

This scene demonstrate the pool parameters and how to use custom render textures for water deformers. In play mode a 3rd Person controller is used.

Documentation: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@16.0/manual/WaterSystem.html

Quick Start: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@16.0/manual/WaterSystem-use.html

Blog Post: https://blog.unity.com/engine-platform/new-hdrp-water-system-in-2022-lts-and-2023-1

WaterScenes: test package with Island, River and Pool scenes – https://github.com/Unity-Technologies/WaterScenes

High Definition Render Pipeline Package – Samples – Water Samples

The package contains a number of sample scenarios to act as the basis for your own projects… Glacier, Island, Pool and Waterline ( with the camera set at water level as the waves lap up and down). The Glacier sample is the most complex and needs a number of Project Settings to be enables. A helpful guide appears on the editor screen to point you at the settings required to be enabled,

Supercar Imported in Unity WaterScenes

My Supercar model in FBX form along with a Textures folder was imported to the Unity project Assets. The model asset “Materials” tab was amended to to extract the textures from the FMX model to ensure the model materials could be edited. Most needed adjustment or to enable transparency (cockpit glass, etc).


History of the Development of Max

2023, October 15 - 10:59

Preparation for Panel Session at OpenSimulalator Community Conference 2023: Max – New Free Mesh bodies for OpenSim Avatar – History of the project, current Ruth2 and Roth2 avatars, testing models, managing artists and the community social media channels.

Further resources for the Max, Maxine and Maxwell mesh avatars are available at https://blog.inf.ed.ac.uk/atate/2023/09/13/max-new-open-source-mesh-avatar/

Timeline

RuthAndRoth GitHub Organization

In 2019 Fred Beckhusen created the GitHub RuthAndRoth “organization” as a shared community umbrella to improve open source community management of the project. Ada Radius, Ai Austin and Serie Sumei continue to act administrators.

Github Organization: https://github.com/RuthandRoth

There are several code and resource repositories available:

  • Ruth – the original Ruth 2.0 RC#2 and RC#3 and Roth 2.0 RC#1 resources with Git archival branches for the releases.
  • Ruth2 – female mesh avatar – Ruth2 v4.
  • Roth2 – male mesh avatar – Roth2 v2.
  • Extras – attachments and resources of interest for open source avatars.
  • Skins – open source skins.
  • Reference – archive of Second Life and OpenSimulator avatar-related reference files.
  • Max – repository for the new Max, Maxine and Maxwell avatars.

A simple management approach to code and resource contributions and preparation of releases is taken at present. There is a “Contrib/<name&gt> which any creator may establish and into which they can commit their own contributions. Hence they can make them available to the community for testing and feedback.

Repository issues can be raised for discussion and a repository “Wiki” allows for useful documentation. Social media channels, in particular via Discord, are available to discuss developments, testing, etc.

Ruth2 v4 and Roth2 v2

The current versions of the RuthAndRoth avatars are Ruth2 v4 and Roth2 v2. The previous versions were called Ruth 2.0 RC#1, RC#2 and RC#3 and Roth2 RC#1 vu are now referred to as Ruth2 v1, v2 and v3 and Roth2 v1.

Due to changes in Blender and add-ins for handling Bento rigged mesh avatars (Avastar and Bento Buddy) the original Ruth2 v4 and Roth2 v2 dev kits are no longer functional, though the original Collada DAE exports remain valid in both Second Life and OpenSim. Clothing options, particularly for the male Roth2 v2 are very limited.

Facilities on the OpenSim OSGrid RuthAndRoth Region

An OpenSim community region on OSGrid called “RuthAndRoth” is available to allow any user on any grid that implements the “Hypergrid” protocol to get in-world prepared resources and boxed releases. There is a Second Life marketplace also called “RuthAndRoth” for boxed release items. An avatar “RuthAndRoth Resident” exists in both OpenSim (on OSGrid) and Second Life to “own” the canonical version of each released item.

The OpenSim OSGrid RuthAndRoth region has shelving which contains the release boxes as well as clothing and other useful items. A platform includes teleport boards to other compatible clothing providers.

Also on the OSGrid RuthAndRoth region is a platform equipped with extensive testing facilities for animations and mesh quality checks via dance poses and a wide variety of pose stands.

Resources and Social Media

Note not all of the resources below by any means will contain Max, Maxine or Maxwell relevant content at this early stage, but the links are here for possible future use.

  • GitHub:
  • Social Forums and Discussion:
  • Second Life:
    • Second Life Group: “RuthAndRoth” (free to join) – Group name place holder.
    • Second Life Group: “Ruth and Roth Community” (free to join) – Most active and recommended for use.
    • Second Life Marketplace Store: RuthAndRoth (ensure “Adult” content is allowed)
  • OpenSim:
    • OSGrid Inworld Location: hop://hg.osgrid.org:80/RuthAndRoth/134/124/26
    • OpenSimulator Community Conference (OSCC) Grid Location: hop://cc.opensimulator.org:8002/OSCC%20Shopping%20Zone/256/242/86
    • OSGrid OpenSim Group: “RuthAndRoth” (free to join)
    • OpenSim Kitely Market: RuthAndRoth Store (products not currently listed)

Previous Core Contributions to Ruth2 and Roth2 Avatars

  • Original Ruth 2.0 RC#1, RC#2 and RC#3 and Roth 2.0 RC#1 meshes modelled in Zbrush by Shin Ingen with rigging and vertex weight maps by Ada Radius.
  • GitHub Repository management and testing by Fred Beckhusen, Outworldz LLC (Ferd Frederix), Ai Austin and Serie Sumei.
  • Revised mesh, rigging and vertex weight maps by Ada Radius.
  • Improvements to feet meshes by Sundance Haiku and Curious Creator.
  • Fingernails and toenails by Sundance Haiku.
  • UV map is CC-BY Linden Lab.
  • HUD mesh, textures and scripts by Serie Sumei using modifications to original scripts by Shin Ingen and nail enhancements by Sundance Haiku.

Previous Contributors to Ruth2 v4 and Roth2 v2 Development (18)

    Ada Radius
    Ai Austin
    Chimera Firecaster
    Duck Girl
    Elenia Boucher
    Fred Beckhusen
    Fritigern Gothly
    Joe Builder
    Kayaker Magic
    Lelani Carver
    Leona Morro
    Linden Lab
    Mike Dickson
    Noxluna Nightfire
    Sean Heavy
    Serie Sumei
    Shin Ingen
    Sundance Haiku

Contributors to Max (8)

    Ada Radius
    Ai Austin
    Curious Creator
    Kayaker Magic
    Linden Lab
    Serie Sumei
    Sundance Haiku
    Tom Ernst (aka Owl Eyes)

Max, Maxine and Maxwell

The new underlying avatar created directly in Blender by Ada Radius is called “Max” which can be morphed into female and male variants called “Maxine” and “Maxwell”. The avatar armature is refined via research on the character folder in Second Life/OpenSim viewers https://github.com/New-Media-Arts-New-Viewer-Avatar.

Second Life – Halloween 2023 – Voodoo In New Orleans

2023, October 14 - 16:17

The haunted wastelands of New Orleans. Warning: magic and hoodoo remain here, even after the people are gone! Enjoy yourself at the theme park, tour the Garden District, party on Bourbon Street, solve the escape room, or become lost in the swamp. There is an adventure everywhere.

https://secondlife.com/destination/voodoo-in-new-orleans
http://maps.secondlife.com/secondlife/Halloween%20Experience/237/226/26

Max – New Open Source Mesh Avatar – Resources

2023, September 13 - 15:00

The GitHub “RuthAndRoth” GitHub organization is an online community dedicated to the creation and sharing of mesh avatars for virtual worlds and which are efficient to use. An aim has been to provide educational resources. For some time the focus has been on the female “Ruth2” and male “Roth2” avatars for OpenSim and Second Life (see https://blog.inf.ed.ac.uk/atate/2018/01/21/ruth2-and-roth2/). But it has been a battle to maintain a rigged version of the avatars along with an armature that would continue to work as Blender and some plug-in versions changed, and as Collada export from Blender for use in OpenSim/Second Life became less predictable. The “Dev Kits” for both Ruth2 and Roth2 have been problematic or unusable for some time without a complex process and use of Blender plug-ins.

But Ada Radius and others have been continuing to research the details of the Second Life/OpenSim avatar’s armature and rigging (see this GitHub repository – https://github.com/New-Media-Arts-New-Viewer-Avatar). And Ada has created a new mesh avatar which can incorporate lessons learned in the creation of the earlier avatars.

Max, Maxine and Maxwell

The new underlying avatar created directly in Blender by Ada Radius is called “Max” which can be morphed into female and male variants called “Maxine” and “Maxwell”.

The armature developed via the research described above is available via a Blender Plug-in from https://github.com/New-Media-Arts-New-Viewer-Avatar/OpenSim-Life-Tools. Its basic and minimal. Install the addon. Then open the addons using the < to the top right of the modelling viewport. Start with “Add Linden Avatar” to add the current armature into the Blender scene and then explore the options available.

RuthAndRoth GitHub Organization and Social Media Channels

Max uses a completely new mesh avatar basis to those used for Ruth2 and Roth2, and it was not helpful to think of this as a later version of those earlier developments. hence the change of name for the avatars. But it was felt that it would be useful, even if only in the initial stages, to maintain the current community of users in the development and testing of Max, as well as, hopefully, to be the seed of a community of creators who might be able to develop clothing and other assets once the avatars and a more reliable development kit is available.

Open Source License

The original mesh for both Ruth2 and Roth2 was created by Shin Ingen in Zbrush with rigging and vertex weight maps by Ada Radius. It was further developed for OpenSim and Second Life use via Blender in particular by Ada Radius, assisted by the open source community. At the preference of Shin the license adopted was AGPL which some feel limits usage in some situations even when the originators made clear that they intended that clothing, addons, packages incorporating the mesh avatar, etc. were all to be permitted even where charges were made. But AGPL was used so that any actual modifications to the mesh avatars themselves had to be publicly posted and made freely available.

However, the new Max, Maxine and Maxwell mesh avatars will be Creative Commons Attribution NonCommercial (CC-BY-NC-4.0*) to be more easily understood.
* License abbreviations from https://spdx.org/licenses/

For the avoidance of doubt, the intention is that anyone can use the CC-BY-NC-4.0 licensed avatar mesh and associated dev kit to create assets such as skins, clothing, attachments, etc. which they may distribute for free or for a charge. They can also bundle in the free mesh avatar, HUD and associated CC-BY-NC-4.0 assets for convenience where useful.

Resources and Social Media

Note not all of the resource below by any means will contain Max, Maxine or Maxwell relevant content at this early stage, but the links are here for possible future use.

Max – Open Source Mesh Avatars – Resources

2023, September 13 - 15:00

The GitHub “RuthAndRoth” GitHub organization is an online community dedicated to the creation and sharing of mesh avatars for virtual worlds and which are efficient to use. An aim has been to provide educational resources. For some time the focus has been on the female “Ruth2” and male “Roth2” avatars for OpenSim and Second Life (see https://blog.inf.ed.ac.uk/atate/2018/01/21/ruth2-and-roth2/). But it has been a battle to maintain a rigged version of the avatars along with an armature that would continue to work as Blender and some plug-in versions changed, and as Collada export from Blender for use in OpenSim/Second Life became less predictable. The “Dev Kits” for both Ruth2 and Roth2 have been problematic or unusable for some time without a complex process and use of Blender plug-ins.

But Ada Radius and others have been continuing to research the details of the Second Life/OpenSim avatar’s armature and rigging (see this GitHub repository – https://github.com/New-Media-Arts-New-Viewer-Avatar). And Ada has created a new mesh avatar which can incorporate lessons learned in the creation of the earlier avatars.

Max, Maxine and Maxwell

The new underlying avatar created directly in Blender by Ada Radius is called “Max” which can be morphed into female and male variants called “Maxine” and “Maxwell”.

The armature developed via the research described above is available via a Blender Plug-in from https://github.com/New-Media-Arts-New-Viewer-Avatar/OpenSim-Life-Tools. Its basic and minimal. Install the addon. Then open the addons using the < to the top right of the modelling viewport. Start with “Add Linden Avatar” to add the current armature into the Blender scene and then explore the options available.

RuthAndRoth GitHub Organization and Social Media Channels

Max uses a completely new mesh avatar basis to those used for Ruth2 and Roth2, and it was not helpful to think of this as a later version of those earlier developments. hence the change of name for the avatars. But it was felt that it would be useful, even if only in the initial stages, to maintain the current community of users in the development and testing of Max, as well as, hopefully, to be the seed of a community of creators who might be able to develop clothing and other assets once the avatars and a more reliable development kit is available.

Open Source License

The original mesh for both Ruth2 and Roth2 was created by Shin Ingen in Zbrush with rigging and vertex weight maps by Ada Radius. It was further developed for OpenSim and Second Life use via Blender in particular by Ada Radius, assisted by the open source community. At the preference of Shin the license adopted was AGPL which some feel limits usage in some situations even when the originators made clear that they intended that clothing, addons, packages incorporating the mesh avatar, etc. were all to be permitted even where charges were made. But AGPL was used so that any actual modifications to the mesh avatars themselves had to be publicly posted and made freely available.

However, the new Max, Maxine and Maxwell mesh avatars will be Creative Commons Attribution NonCommercial (CC-BY-NC-4.0*) to be more easily understood.
* License abbreviations from https://spdx.org/licenses/

For the avoidance of doubt, the intention is that anyone can use the CC-BY-NC-4.0 licensed avatar mesh and associated dev kit to create assets such as skins, clothing, attachments, etc. which they may distribute for free or for a charge. They can also bundle in the free mesh avatar, HUD and associated CC-BY-NC-4.0 assets for convenience where useful.

Resources and Social Media

Note not all of the resource below by any means will contain Max, Maxine or Maxwell relevant content at this early stage, but the links are here for possible future use.

PBR Materials on OpenSim

2023, August 28 - 10:40

This blog post reports early testing of the use of a virtual worlds viewer capable of rendering Physically Based materials (PBR) in OpenSimulator (as well as Second Life). A blog post describing PBR and giving some resources is available here.

This uses the Firestorm PBR Alpha early test viewer (7.0.0.71415 22-Aug-2023). See this blog post. For more Information join the Second Life “Phoenix-Firestorm Preview Group” and look for the notices which include te most recent version download links. Other viewers are also starting to incorporate PBR rendering such as Cool VL (http://sldev.free.fr/).

PBR Materials are supported on versions of OpenSim 0.9.3.0 Dev Master (dotnet6 branch) from 26-Aug-2023. One region on OSGrid named “Dev Outreach” has been updated to this version or beyond and could be used for testing. Please clean up after yourself as its not a sandbox style region with autoreturn.

Update 26-Aug-2023: many other OSGrid regions are now moving to OpenSim 0.9.3.0 for dotnet6 version 26-Aug-2023 which includes early support for PBR materials.

Water Bottle


Water Bottle – Source Mesh FBX, glTF Object and PBR Materials


The FBX can be converted to Collada (.dae) via (e.g.) Blender for import to OpenSim. Then import the glTF material or create a new material in the viewer and add the relevant textures separately (baseColor, occlusionRoughnessMetallic, emissive, normal).

Ready Player Me Avatar with PBR Materials

Ready Player Me avatars are exported as glTF and can be converted via Blender with the Bento Buddy or Onigiri plugins to Collada for upload to Second Life and OpenSim. See this blog post for more details and the process involved. The textures provide with the avatar allow for PBR materials to be created. An example “Gamer” avatar includes emissive properties.



A big advantage of the PBR Viewers is that the Ready Player Me .gltf file can be used to load all the PBR materials, their properties and constituent textures in one bulk upload. Use Build -> Upload -> Materials and select the avatar .gltf and then use the drop down menu to select the “Bulk Upload All” option.

This features does not yet work on Firestorm PBR Alpha due to some issues with Material uploads. It is expected to be fixed by the end of August 2023.

Checks on OSGrid Regions updated to 0.9.3.0 Dev Nessie with PBR Support

Using opensim-0.9.2.2Dev-734-g61d3e1e.zip (2023-08-26 dotnet6 branch) over the Current OSGrid packaged release osgrid-opensim-04132023.v0.9.3.ae73999.zip (2023-04-13 dotnet6).

Goatswood and Houndstead Abbey in Second Life

2023, August 24 - 22:00

Another wonderful Second Life atmospheric build By Hera (zee9) in August 2023.

Start at https://maps.secondlife.com/secondlife/Themyscira/149/183/28 for transfer to
Goatswood – http://maps.secondlife.com/secondlife/Themyscira/204/198/30
Houndstead Abbey – http://maps.secondlife.com/secondlife/Themyscira/186/140/1116

Goatswood is set sometime in the later part of the 1800’s. It is a Victorian village in rural England, somewhere in the Midlands in the UK.


Houndstead Abbey is located not far from Goatswood in the Wyvern valley. Its is a place of magic and fairy tales.


Shout out for Superb Steam and Waterfall Effects

The water movement and reflection effects are excellent… but you need to visit and see them in person to appreciate the quality. They seem to be based on the “Skye River Set” by Alex Bader.

The modelling and lighting is in the style of previous builds by Hera of Whitechapel and Whitby…

Inara Pey did a blog post in April 2022 about a previous version of the Goatswood build [link to post] along with some pointers to the sources and origins of the theme and buildings. More detail is also available in Notecards available at the entry station. On 25-Aug-2023 she did an updated blog post about the new build.

Click to view 360° images on Flickr


Second Life – Senra Avatars

2023, August 2 - 14:09

As part of improvements to onboarding new Second Life users, a project by Linden Lab known as the “New User eXperience (NUX)” a range of new mesh avatars and clothing has been created. A dev kit to allow content creators to make skins and clothing for the new avatars is also available.

The Sensa avatars are available along with a facility to make selections from the body and clothing choices provided at the time a new user joins or signs up for Second Life (via https://join.secondlife.com/). The Senra Avatars also appear in the Inventory Library for all users and can be copied over to the main Inventory area for use. As usual individual items can be mixed, different hair and attachments added, etc. Skins and shape work as usual and the body and head shape can be adjusted with body shape sliders within the Second Life viewer. Some alternative skins can be found in the Inventory Library for previous starter avatars (Library -> Clothing -> Initial Outfits).
 

Second Life Welcome Hub Avatar Shopping Area

The Senra line of clothing items can also be obtained via the Second Life Welcome Hub which specifically helps new users. E.g. via http://maps.secondlife.com/secondlife/WelcomeHub/69/138/26

The Senra clothing items initially available there are mainly alternative colours of the initial Senra Library items. Senra items are delivered via a standardised object which attaches as a HUD.

Second Life Bear Hunt

2023, July 15 - 16:26

Many Second Life “Lindens” and “Moles” of the past and present have their own personal and unique teddy bear to share with Residents who ask them for it. Most of these Linden Bears are modifications of the Linden Bear Template made by Nicole Linden, which can be seen on the right. More information on Linden Bears at https://wiki.secondlife.com/wiki/Linden_Bear

Bear Castle

For bear hunting in Second Life, a good place to start is at Bear Castle on the Dechene region. There are many displays of Linden Bears, special event bears, etc. You can also find a box with a starter collection of 50+ bears and a notecard on how to add to your collection.
http://maps.secondlife.com/secondlife/Dechene/137/111/101


Linden Bear Template

Get a full perm copy of the Linden Bear Template (the white bear) created by Nicole Linden from Belinda Linden’s office on the first floor of

http://maps.secondlife.com/secondlife/Linden%20Estate%20Services/96/108/39

Second Life Marketplace – Linden Bears

There are a few free bears on the Second Life Marketplace listed under the “Linden Bears” category: https://marketplace.secondlife.com/.

Second Life Birthday – Linden Bear Island

Often at the Second Life Birthday event and display areas held each July you can find “Bear Island” which displays many of the Linden Bears and special event bears created over the years. Many of the bears here can be obtained freely while the event is on. E.g. the SL20B twentieth birthday SL20B Bear Island (see this blog post)

Deep Sea Mining – Resources

2023, July 12 - 20:12


Polymetallic Nodules on Ocean Bed – Image from https://only.one

I am concerned that beginning larger scale deep sea mining with current knowledge of the deep ocean and with current extractive technologies will be damaging to the health of the oceans and planet.

I recently looked at the types of extraction proposed, fearing that it might involve trawling or suction techniques, and it does appear to be based on such methods.

My own background is in AI and robotics, and I had hoped that if anything was to be approved in the near future that rather than using large scale seabed “hoover” polymetallic nodule gathering machines damaging the deep ocean bed and its occupants, the process might involve the development of potentially gentle approaches which could use AI, vision and robotic picker arms. Almost like a scuba diver floating over, leaving items that are associated with wildlife and only picking appropriate useful items without sea bed damage.

Can I ask that the UK adopts a position of asking for a pause on deep sea mining as that would allow for consideration of the impacts, a better understandings of the deep sea and the development of advanced gentle extraction techniques in research areas before any larger scale extraction was permitted.

I hope the UK government will support this approach.

Emeritus Professor Austin Tate
FREng FRSE FBCS FEurAI FAAI
Edinburgh, UK

This blog post gathers some resources on this topic.


Infographic from Sustainable Oceans Alliance (SOA)
https://www.soalliance.org/campaign-against-deep-seabed-mining#resources [Direct Link]

Current Machines for Polymetallic Nodule Extraction


Photo Global Sea Mineral Resources (GSR)/Reuters – 25 tonne Ocean Bed Mining Machine


Greenpeace International Animation of Deep Sea Mining Machines

Relevant News Items

  • Norway’s Loke Marine Minerals has purchased deep-sea mining firm UK Seabed Resources (UKSR) from US-based Lockheed Martin. UKSR is the sole holder of the UK’s two licences from the International Seabed Authority (ISA) for deep sea mining exploration in the Clarion-Clipperton Zine (CCZ) in the Pacific Ocean – Mining Technology, 17-Mar-2023.
  • UK should press pause on deep-sea mining – UK Labour’s David Lammy says Labour government would join growing list of countries and multinationals opposing rush to mine the seabed – The Guardian 10-Jul-2023
  • MPs call for UK pause on deep-sea mining to protect biodiversity – Financial Times 13-Jul-2023

Sign Open Letters and Government Petitions

Open letters and petitions to express concern about allowing deep sea mining to go ahead now with current understanding of the deep ocean and current extractive technology:

Second Life Linden Bear Island

2023, July 1 - 10:34

Many Lindens and Moles of the past and present have their own personal and unique teddy bear to share with Residents who ask them for it. Most of these Linden Bears are modifications of the Linden Bear made by Nicole Linden, which can be seen on the right. More information on Linden Bears at https://wiki.secondlife.com/wiki/Linden_Bear

http://maps.secondlife.com/secondlife/SL20B%20Bear%20Island/141/164/22

Linden Bear Template

Get a full perm copy of the Linden Bear Template (the white bear) created by Nicole Linden from Belinda Linden’s office on the first floor of
http://maps.secondlife.com/secondlife/Linden%20Estate%20Services/96/108/39

Bear Castle

Visit Bear Castle and get a starter box of 50+ Linden Bears at
http://maps.secondlife.com/secondlife/Dechene/137/111/101

Second Life – Teletubbies

2023, June 24 - 17:17

The Teletubbies (by BBC – see Wikipedia) have arrived in Second Life.. or at least via outfits created by Blueberry and on display on the Cutieland region. So say “Eh-ho!” to Tinky Winky (Purple), Dipsy (Green), Laa-Laa (Yellow) and Po (Red).

https://secondlife.com/destination/blueberry-teletubbies
http://maps.secondlife.com/secondlife/Cutieland/95/115/23w

Also pick up a free Teletubbies T-Shirt from the inworld store.



Blueberry Teletubbies Inspired Outfits and Plushies

YouTube Video by Becky

Goliath Gardens – Its a Bug’s Life in OpenSim

2023, June 13 - 20:59

Goliath Gardens on the virtual-hg.com grid in OpenSim presents a bug’s scale perspective on a garden area. A region by Marianna Monentes. Pickup a Ladybird avatar from a box on the deck of the house that scales you to the surroundings.

hop://virtual-hg.com:8002/Goliath%20Gardens/128/128/22




360° Snapshot – Click for view via Flickr

Its a good region to try VR using Firestorm VR Mod

Gumball 3000 Rally 2023 in Edinburgh

2023, June 10 - 16:00

The Gumball 3000 Rally in 2023 had a route from Edinburgh, through Europe to the final destination, Porto Montenegro. The last time the Gumball Rally was through Edinburgh was in 2014 (see this blog post).

The cars gathered on Saturday 10th June 2023 on George Street in Edinburgh to line up ahead of their start the day afterwards (https://gumball3000.com/pages/edinburgh). Included were Buggatis, McLarens, Lamborghinis, Ferraris, Koenigsegg, Mercedes AMG Sports and SUVs, Aston Martin, Bentley, Rolls Royce, Jaguar XJ220, Zenvo, Range Rover SUVs, etc.


And parked nearby were a number of custom and performance cars from local enthusiasts… BMW M5, Pontiac Bonneville, Ford Model “T” Hot Rod, etc.

Start Line along George Street, Edinburgh on Sunday 11th June 2023


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