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MachinimaCam HUD Beta 2 progress and Beauty is only skin deep reaches 600 hits in 4 days

I wanted my numerous requesters for the MachinimaCam Beta program to be informed that I am working very hard on the Beta 2 version of the cam before releasing it for beta testing. I have at least 20 pending requests for the new bugfixed camera. And I must say this build seems much promising. One of the new things I wanted to introduce is true space camera management. One of the best aspects of it is the ability to spatially lock a default position for your camera. Each time you finish using an effect, the camera automatically comes back to the default position. This is already implemented and working pretty well. This got rid of the bug causing the camera getting stuck in an awkward position after using Spincam, Twistercam and Spiralcam. Those now revert to the default position automatically, ready for using another effect.

Now, the hardest part, and the one I really want to get done, is for the FX requiring a startup position to take advantage of this new camera locking system. It may sound trivial, but since most FX don’t start using arbitrary positionning but rather on calculated position using rotational position algorythms, this is rather complex maths. In french, that means I want the Spincam and other rotation effects should start at the exact starting point of the default cam position. This is rather hardcore, implying even more heavy position and rot calculations, also angle calculations from 2 points of coordinates.

When this is done, you will be able to point your avie, lock the cam in a 60 degree angle, and watch it spin around from up in the air. This should allow almost infinite rotationnal effects around your avie. More details to come. If some scripter out here could help me with some of the heavy calculations on next sunday (Kisa? Mmmm? ;)that would be mucho appreciated. If not don’t worry, the Codie always manage on her own.
The actual status is 80% done. The documentations are 90% done, I need to describe the list of FX and what they do, the installation and basics are pretty covered. I plan to start working on it again on sunday morning, I hope to have a decent Beta 2 ready for sunday night, if all goes well. So gear yourself little machinima droogies, the goodie is coming and quickly! If you reeeeeally cannot wait for the Beta 2, I can provide the Beta 1 but I got all the bug feedbacks I needed on this one.

———

On another joyful note, my latest machinima video, Beauty is only skin deep:

  • just got 600 Views since publication, 4 days ago. Tenebrous Pau, my machinima guru, thinks it’s a good hit rate. ;)
  • 53 Views since I published on Archive.Org here: http://www.archive.org/details/BeautyIsOnlySkinDeep
  • Media parcel URL to stream the video in SecondLife: http://www.archive.org/download/BeautyIsOnlySkinDeep/CodebastardRedgrave-BeautyIsOnlySkinDeep_256kb.mp4
  • Registered as a show on blip.tv: http://codebastard.blip.tv/
  • Want it on your Video iPod via iTunes or DemocracyTV (now called Miro)? Here’s the vpodcast link: http://codebastard.blip.tv/rss/itunes
  • I have recieved litteraly over a hundred comments through IM, Flickr, Youtube and by email. Thank you people, so damn much, it made that work worth it a thousand times!
  • A couple people blogged about about it: Mairead Fitzgerald, Melanie Kidd, Kimberley Mirabeau.
  • Supposed to maby get a feature in SecondLife Insider anytime soon (*waves to Moo!*)
  • Still waiting for Vint to wake up ;)
  • UPDATE: The video is on CyberSpaceBabes.Com! Thanks Mercy you are such a shweetheart! *muah!*
  • UPDATE: Awww! Izzy just posted the sweetest blogpost about meh and that machinima. TY sweetie! *muah!*

Fun facts about Beauty is only skin deep:

  • 4 hours of shooting
  • 8 hours of cut / editing
  • 1 hour for special effects and overlay text
  • 30 minutes to export
  • original format takes 89 megs, WMV format, available here
  • soundtrack by Marquez Tone, you can ask the dude for the song ;)
  • edited with Microsoft Movie Maker 2, since it’s a first quick job
  • only effects used are cross fades and B&W movie in one single place
  • movie has been built on the soundtrack directly
  • shot entirely in 800×600 originally
  • more than 4 gigs of footage to cut from
  • more than 80 pictures have been inserted in the cuts
  • all of it done in one night, Saturday 8th 2007

Secondlifers, thank you for all of your support, your are my inspiration to do all of that. Thanks to Marquez Tone for not being too much of an ass, and for keeping contact with me even if he’s not in metaverse anymore. Thanks to all my friends for being in this movie.

Also, PLEASE feel free to pass it to your friends, copy the embed link on your website, blog about it, the video’s license is Creative Common Share-Alike non-commercial. So it is free to copy, view and spread around.
<3 U

Codie

Code Red Gallery opening! 24 hour bash with live DJs on 03.08.2007 @ 5PM LST

It was hard work but I am very proud to present the Grand Gala opening of Code Red Lounge’s new Art Gallery.

Since Code Red opened, I always seen it as a place to hold memorable spontaneous gatherings. In an effort to make it a more community oriented project, and since the simple club formula was not enough to make it live, we managed the place to keep it’s fantastic club like attributes but evolve into a driver for promotion of collective arts in Second Life.

The new Art Gallery is integrated with Code Red Lounge, but also adds an additional story for more art exposition and lounging. The gallery will present works for sale from some of SecondLife’s most praised artists!

  • Marquez Tone
  • Mairead Fitzgerald
  • HolliVals Allen
  • Hiro Eldeman
  • Codie Redgrave
  • SalemNyx Lisle
  • Stephen Venkman
  • Kimberly Mirabeau
  • Collin Savon
  • Vint Falken

On this 3rd and 4th of August 2007, we will hold a monster 24h bash, with a fat DJ lineup from 5PM LST on friday. There will be 12 talented DJs playing all styles of music, you guys will never hear such a various set.

DJ Listing:

  • PunkKitty Fitzgerald
  • Cholgosh Swindlehurst
  • Metallia Stygian
  • Sabrina McGee
  • Marquez Tone
  • Wolfbringer Sixpack
  • Madam Cumming
  • Traeldor Kuhn
  • Artillo Fredericks

WHAT: 24h party with live DJ

WHERE: 30,40,121 Strata ( http://slurl.com/secondlife/Strata/40/30/121/ )

WHEN: from Friday August 3rd @ 5PM LST to Saturday August 4th @ 5PM LST

Thought Police debarks in SecondLife

If you didn’t already hear about that shockwave hitting SecondLife in the last weeks, you must be living under a rock or didn’t login into SL for a long while. Since most of it has already been decried by others, I just wanted to add my voice to those of the vast majority of the mature SL community to denounce this new 1984 like climate on our wonderful metaverse that stays one of Role Playing between consensual adults. I wont comment more, I will just link to articles from Pixel Pulse mag and from my uber-blog guru Tateru Nino explaining the problem in details.

From PixelPulse: Linden Labs adds to the list of tought crimes

From Tateru Nino: Our world, our rules

Daniel Linden pretends that a vast majority of the community actually agrees with the measures taken by Linden Labs. Let’s show them that we are responsible citizens and that we still don’t agree with those so called community rules. Write to the Lindens, complain in the forums, blog about it, voice your opinions.

NO PASSARAN!

Fight the lag!

I read somewhere that lag is like rain, you must accept it as an inherent reality in Second Life. But lag, if unavoidable, can be greatly reduced. Most of the case I examined could be brought down to 3 types of lagging, and 90% of those problems were on the client side. To resume there is 3 types of lagging:

  • Client lag (you are lagging)
  • Netlag (the network between you and SL servers is too slow or congestionned)
  • Simlag (your sim is full of campers, ugly malls and laggy scripts)

Most of the severe cases are netlag and client lag, so I will tackle them first.

Client lag

  • RAM: It’s all about the RAM baby! You have 512 megs? It’s not enough. Second Life often memory leaks and I have seen it eat over 1,5Gigs of RAM! I ugraded to 768 and it was already much better than 512, but far from ideal. Codie recommends 2 Gigs. Why is it so important? At the second you reach your maximum physical memory, SL will start writing to the swap or virtual memory. Virtual RAM is hundreds of times slower than any physical RAM. As soon as it hits the spot, prepare for massive uber-lag. Symptoms are the machine starting to write long bursts of data to the hard disk, everything slowing down to an almost halt, and occasional crashes. This is the #1 cause for heavy lag among SL users.
  • Defrag it: Yes fragmented hard disk will cause some lag for every applications. So do it often. Also be wise and separate your data from your OS with partitions. This will ensure less severe fragmentation.
  • Disk space left: Go below 10% of your total first partition space and watch your machine crawl. Example if you have a 40 Gigs harddrive and there’s 2 Gigs left, good luck. The lower you go, the slower it will crawl.
  • Shitty Videocard: Yes SL works with ATI and some Intel video chipsets. But the performance is less than glamorous. If you plan to buy a machine to play SL, go Nvidia and avoid a lot of troubles.
  • There are other possible causes for client-side lag, I will add up more when I think about it

Netlag

The second most frequent cause for massive lag is network congestion. It affects a lot of Euro SL players, especially those in countries with bad network repartition. But mainly, ignorance of the users about their actual network speed and bandwidth sharing is the leading cause for frustration. Here is a troubleshooting checklist:

  1. Shutdown all heavyweight network suckerage applications, mainly P2P apps like Bittorrent.
  2. Open a web browser and go on http://speakeasy.net
  3. Choose San Francisco, the location of Linden Labs datacenters
  4. Wait for the test results
  5. You will get a download speed in kilobits-per-second (kbps)
  6. If this speed is below 1000kbps (1mbps) your connection can be classified as SLOW and requires special settings
  7. If this speed is above, make sure that SL is configured to use maximum avaliable bandwidth

Once your maximum speed is determined, you need to check if SL is adapted for that speed. Go to Preferences > Network and check for the Maximum Bandwitdh slider. If your connection is SLOW (ex. 500kbps) you need to ajust the slider LOWER than the mentioned speed. If the connection is faster than 1000kbps, make sure it’s cranked to the max. This way you will insure that the avaliable bandwidth doesnt affect your SLclient and create bottlenecks. If your speed settings are higher than your actual speed, this will cause massive lag, because the SL client will request more objects to the servers than it is able to handle.

Simlag

Simlag is dreadful because apart good neighborhood and civic sense, nothing can prevent it. It is caused mainly by overcrowded areas (clubs, campers, or just too much people), laggy scripts (too many listen events, badly written loops, abuse of particle effects, etc…), and other sim packing activities. You will remark the effect in crowded places, casinos, clubs, shopping malls and so on.

The problem is less of one when it’s happening on private sims since it doesn’t affect the average resident. It becomes more of a problem when casinos, high traffic clubs and malls appears on Mainland parcels, since other residents also pays for the right to enjoy their places, and when single small parcel owners for casinos for example, sucks massive resources on the sim but are still in fact small residents. When this is the case one resident can impact on all the simulator and cause massive lag to the other residents.

Since SL simulators are nothing but Apache web servers, the principle is the same of virtual shared hosting. If one customer on your machine runs scripts 24/24 and have 40 people on their website permanently, chances are this will greatly affect your other customers. Personally in my day to day business, I isolate those customers and offer them a dedicated server. Linden Labs does little to control this aspect, let’s say I understand them because it can be a headache to do so, but IMOHO any Mainland resident that sucks so much ressources on a sim to render this sim unusable should pay for it’s own sim, unless of course the resident owns a vast majority of the sim.

Anyways, Mygdala and her friends are on a fight against lag with the Lag Annihilation Group, you can find information and nice posters on her blog.

Shooting Mashout

Quick post to mention Mairead has posted a “before posttreatment” picture from the Mairead Fitzgerald Bathory picture set.

http://www.flickr.com/photos/beads/495859963/#comment72157600216951094

Also Melanie Kidd posted a blog about our shoot together. How shweet she is.

Finally Met CodeBastard Redgrave Aka Codie

I also want to mention I will put a little halt of shooting for friends, just until I finish shooting the dozens of sets necessary to complete the comic book project. Normal activities will resume very soon for regular photoshoots. I may post other little goodies from time to time, you know Codie, I can’t stop shooting. Speaking of that I have a harddrive full of Vint’s lascive dancing and I expect I will capture many new crunchy bits to post in the times to come. But I really want that Comic book project to be achieved in a timely fashion. I want to mention that the scenario is already done, apart minor storylines to arrange. I’m preparing the setting plan, which will be laborious to plan because of the timezones and different playtimes of the actors. I am planning it in a way I can easily roll the needed shoots from week to week in a proper order and priority to insure production will be swift and organized, but also mobile and flexible. All the props, locations, characters are being determined at the moment. Hopefully this way, all will be preshot in the first week or two, and I will be able to produce the reamining episodes real faster.

 

Found: Injured Neko – Part 1- A SecondLife Comic

Well after my last shoot with Azkaronne, me and her selected 12 shots to be retouched and used for this Comic book page/storyline mini project. There will be 2 more shoots / episodes to come. While then, I really hope you enjoy this work I spent a good time on, just for your viewing pleasure.

Please CLICK on the comic strip below to view it Large, or Right Click the image and Open in new Window/Tab for a Large view.

Best viewed with Large or Original Flickr setting.