Category Archives: Technology Blog

Technology Blog by David Venter.

June 28th, 2011 | 11:22 PM

A Matter of Scale – How scale affects content creation and land ownership in Second Life.

[Guest post by Penny Patton ]

This article is intended as an informative post about the practical and aesthetic implications of scale for content creators in SL. It is not a judgement against large avatars, only an objective assessment of the affects of scale on SL and how both content creators and Linden Lab would benefit from encouraging the trend towards properly scaled avatars.

If you’re new to SL you may not have realized it yet, but scale is really, incredibly “off” in SL.

If you’re an experienced builder you probably realize it but aren’t aware of all the ways in which it affects you.

How is Scale Broken in SL?

New users coming in to SL may notice that the Appearance Editor displays your avatar’s height when you go to edit your shape. If so then you’ve seen that the starter avatars are shown to be around 6’3″ for the women, and up to about 6’6″-6’7″ (About 2m tall!) for the men.

Those are some exceptionally tall avatars!

But it’s worse than that. The height displayed in the appearance editor is broken. It’s actually giving you a height about six inches (0.15m) shorter than you actually are. So when it says you’re 6’7″, you are actually 7’1″ (2.16m) tall!

To put that in perspective, the average man in North America is a mere 5’10″/ 1.78m and the average NBA basketball player is a miniscule 6’6″/1.98m.

Case in point, here’s my avatar next to the “average guy” in SL. My avatar is 5’7″/1.70m, which is tall for a North American woman.

 A Matter of Scale   How scale affects content creation and land ownership in Second Life.

That’s just the difference of a couple of feet. The male mesh can get as tell as 8’10″/2.69m.

So how does this affect you?

I. The Practical Issues: Land

1. Land in SL is finite. - Yes, yes. Anything is possible in SL, but only if you can fit it on your land. Since land is a set size, when you make content and avatars larger you are effectively making land smaller. When you double the size of something you are increasing the amount of area it requires four times. Four 10x10m rooms can fit in the space of a single 20x20m room.

2. More land costs more money. - Your double sized house won’t fit on a 512sq.m. parcel? You need to pay more money to increase your land until the house will fit. 512sq.m. is actually a lot of space. Chances are, if your house was not double sized it would fit easily into a 512sq.m. parcel and still have room for a comfortably spacious yard. You are effectively paying more money for less land when you up-scale.

3. Larger environments spread people out more. - People often complain SL feels like a ghost town, with many sims going empty a majority of the time. Reducing how spread out people are due to rampant over-scaling would reduce this issue by condensing, on average, four sims’ worth of content to a single sim.

II. The Practical Issues: Building

1. Larger builds require more prims - This, of course ,does not apply to small items like chairs, cars, hats, etcetera but you better believe it applies to environments and other large-scale creations.  If whatever you’re building goes larger than 10m at any point up-scaling begins to waste prims. A 10x10m room that requires 6 prims jumps up to 16 prims if you scale it up to 20mx20m. When you’re talking a whole house you are likely at least doubling the prim count.

2. Larger builds mean less detailed environments. - As you probably gathered from the above, since a larger build requires more prims this leaves you with fewer prims to work with in creating detail for your environment. Because of this you do not expierience the imaginary issue of “unused space” when working to scale, because you wind up having the prims free to fill that space with additional content and detail. Scale a house down to 1=1 scale and the prims you free up allow you to landscape a yard and add more furniture inside the house. If anything, scaling up leads to unused space as you don’t have the prims available to flesh out the environment.

3. The default camera adds an additional metre or two that you need to compensate for in environments. - 8′ tall avatars already require a lot of upscaling of the environment to compensate for, but SL has abysmally poor camera placement. The camera floats at least a metre over your head, looking at a downward angle on your avatar. That’s extra height you need to compensate for when setting ceiling heights in a build. As a resident, this limits where you can go in SL without experience camera clipping issues that prevent you from being able to see inside a build without going into mouselook.

Existing sims such as 1920′s BerlinDoomed Ship and others already recognize these scale issues and have made a point of working to a smaller scale. In doing so they have been able to create environments that would require, both in size and detail, 3-4 sims if created with SL’s usual scale problems.

To illustrate the above points on a smaller scale, I was able to take Pre’Fabulous’ “The Old Barn” and cut the prim count by abouthalf when I shrunk it down to half size. I was able to do the same for my own shop’s building in The Wastelands. This also helped me change my shop’s build from a single building taking up the entire parcel, to a much more detailed landscape including two bombed out structures, an off-sim landscape, and allowed me to create and detail two additional rooms to my shop’s scaled down building.

 A Matter of Scale   How scale affects content creation and land ownership in Second Life.

 A Matter of Scale   How scale affects content creation and land ownership in Second Life.

 A Matter of Scale   How scale affects content creation and land ownership in Second Life.

 A Matter of Scale   How scale affects content creation and land ownership in Second Life.

The above four pictures are all of a 2048qs.m. parcel, the build is a total of 463 prims. That’s only twice the size of a 512sq.m. parcel! (Remember, twice the size is four times the area.) The shop area (the last three pictures) make up only a small portion of the build. The landscape around the shop is fully fleshed out with burnt tree husks, bombed out structures, a water tower, a military tank, etcetera.

Here’s a top down view of said 2048sq.m. parcel. My avatar is the black dot in the middle of the red circle. The orange area is the off sim landscape. The blue rectangle marks the parcel area, the smaller green rectangle is a 512sq.m. area overlayed across the shop building, illustrating how the shop itself can fit easily inside that amount of land.

 A Matter of Scale   How scale affects content creation and land ownership in Second Life.

III. The Practical Issues: Avatars

1. Larger avatars have more issues with proportions. - The appearance editor sliders are not made with thought given to how large avatars can be in SL. Because of this, some of the sliders cannot keep body proportions in check on oversized avatars. The arm length slider on women is the primarily culprit. Arms are skewed much, much shorter for the female avatar mesh than the male mesh. A properly sized male avatar can achieve a correct “wingspan” with the Arm Length slider set at around 60. A properly sized female avatar requires the slider to be set between 90-100 o the slider. Several sliders increase avatar height, arm length is not affected by any of them. So when you increase the size of a female avatar who already required an arm length of 100 to be proportional, it becomes entirely impossible for her arm length to be proportionate to her height.

 A Matter of Scale   How scale affects content creation and land ownership in Second Life.

 A Matter of Scale   How scale affects content creation and land ownership in Second Life.

2. Building attachments around large avatars limits who can use your attachments. - Most content creators build attachments to sell around their own personal avatar size. This is a bad habit. This limits your customer base, at least your satisfied customers, to avatars at least as large as your own. It is easy to scale an attachment up, but can be difficult, or impossible to scale an attachment down.  Create an “attachment building” shape that is around 4’5″-5′ tall, as small as you can get it while retaining adult proportions. Build attachments around this shape, then scale them up to fit your own avatar when you box them up for sale. This will ensure that all avatars of at least the size of your “attachment building” shape are able to wear your attachments with ease.

IV. The Aesthetic Issues

1. Coherent scale allows for better looking environments. - Scale is a part of design and composition. Good design means better looking environments. Currently SL has no coherent scale. Things are not even consistently up-scaled. Avatars are scaled up to about 1 and 1/3 larger than realistic. Furniture is often created around individual avatars, meaning it can be made for avatars anywhere between 6′ tall and 9′ tall. Environments are often done to fully double scale. Vehicles tend to be a mess of scale, either too larger or too small for any given avatar or their surrounding environment. All of this contributes to SL just looking like a mess. Even the best of SL environments often suffer these flaws.

2. Cohesive scale makes more immersive/engaging environments. - With the mess of scale described above any sense of immersion is shattered, or at least greatly reduced. A small minority of RP sims recognize this issue and build accordingly, with amazing results. When everything (environment, vehicles, furniture, avatars) are all in scale together, consistently, it creates a much stronger sense of immersion, of “being there”. This is one reason why videogames and other virtual worlds place far more restrictions on character size, or remove the ability to change size altogether.

3. Coherent scale allows you to use scale for deliberate effect. - “If everybody is tall, then nobody is tall.” Height is relative. But when there’s limits to size and everyone crowds one end of the scale, you wind up limiting options. In SL, most people tend to crowd the extreme tall end of the spectrum, 7′ to 9′ tall. This means it’s impossible to create a giant avatar that towers over the average person without resorting to crude hacks.

Let’s take a look at how this affects SL in the setting of a role-play environment by showing two characters from the sci-fi/horror sim “Doomed Ship”. A gigantic demon beast and a human engineer. Here’s how it looks if the “human” is the size of your average SL man.

 A Matter of Scale   How scale affects content creation and land ownership in Second Life.

That gigantic demon winds up being only about a head taller than our measly 7’5″ human. Sure, the demon is bigger, but not by much. And that’s not even a human with maxed out height.

Let’s take a look at this same pair if the human engineer is only about 6′ tall.

 A Matter of Scale   How scale affects content creation and land ownership in Second Life.

Now there’s a huge difference! Without any hacks or cheats, we have a tremendously intimidating demon beast that literally towers over our hapless human engineer.

 

Avatars can be anywhere from about 4’5″ to nearly 9′ tall while retaining adult proportions. You can go as short as about 3′ tall with dwarf/child proportions. Moving the size of the adult average avatar more to the middle of that scale, as opposed to the extremes, allows for a wider variety in sizes. A more creative and diverse population of avatars.

But isn’t it too late? Won’t scaling down now break all kinds of content?

No. Content is already broken due to scale, as illustrated above. An 8′ tall avatar is not in scale to a double sized house, or to furniture created by a 6’5″ builder. Most moddable items in SL can be scaled down with only a modest amount of effort. No-mod items are generally a bad idea in any case and should certainly not be an excuse against much needed improvement. Anyone who has been in SL over the years should realize that new, better content tends to lead to older content being phased out over time anyways.

Sure, old content may get phased out over time, but wouldn’t we be stuck with content even more oversized if we all scaled down right now?

Anyone who has already scaled their avatar down can tell you it is not nearly as big an issue as people tend to think. Also, there is no way to scale down all SL avatars in mass anyways. Anything done, by the residents or by LL themselves, will only speed up a trend. Time will take care of the rest.

What could LL do to fix this problem?

LL can do a few key things that will, again, give the existing trend towards smaller avatars a much needed boost.

1) They can improve the camera placement. All it takes to vastly improve the SL camera placement is changing a few numbers in the debug menu. Anyone can do this easily, but only a very small minority tend to change defaults so it would be ideal if LL changed the defaults themselves. Instructions on how to do so are here.

2) LL can provide properly scaled avatars to new residents. Seriously, the starter avatars need to be replaced anyways. LL needs to give new residents good looking, properly proportioned avatars if they want to shake SL’s reputation for poor graphics, addressing the scale issue head on with new accounts would be a large step in that direction as well.

3) They can make better use of scale and proportion in their public works projects. This does not mean making buildings and welcome areas too small for existing over-sized avatars. A theater or an auditorium isn’t going to have 3m high ceilings and most Welcome Areas/Infohubs tend to be primarily open air environments at any rate.

4) They can fix AgentHeight so the appearance editor displays correct avatar height.Jira Entry.

 

But why would LL want to address this problem? Wouldn’t it reduce the amount of land people want to own?

Not in the slightest.You need to consider how value and cost impact demand.

Have you ever actually heard of a resident saying, “Gee, I wish I had less land!”? Probably not. If anything, people always wish they could get more for the amount of land they do own. They are already paying what they are willing to pay based on both their ability to pay and the value they attribute to land.

They would not tier down if they realized they could do more by reducing the scale of their avatar and build, they would continue to fill out the space they own, just with more content. That is how demand works. People are willing to pay X amount for a minimum amount of perceived value. What they’re willing to pay does not go down as perceived value rises. If anything, it will rise to meet their ability to pay.

In addition, as the value of land skyrocket so does demand. People who previously wrote off smaller parcels of land because they believed they could not use it for anything worthwhile would be flocking to the land store once they were shown the possibilities.

Encouraging better use of scale is win/win for everybody.

Residents win with a larger, better looking SL with greater diversity and creativity possible with avatars.

Content creators win with greater freedom and flexibility in creating content for SL, and a better understanding of scale helps them to create content that can be used by all avatars regardless of size.

Linden Lab wins most of all in greater demand for land of all tier levels, and a greater influx/retention of new customers drawn in by a better looking and more engaging Second Life experience.

[ View the article on the Second Life Community Forums ]

June 15th, 2011 | 8:24 AM

Hosted websites moved to new data center

Over the past few months I’ve experienced many problems with the data center at which my this website and all of my client’s websites were hosted. Intermittent router issues at the data center caused the email and database servers to stop resolving at the most inconvenient of times. Since May I’ve lost a few clients due to the network issues at the data center which got me to seriously re-evaluate my partnership agreements. I am now happy to announce that I have established a new partnership with leading hosting service provider, BlueHost.

I have already successfully moved this website to the new data center and I am in the process of moving all of my client’s sites over as well. No longer will you be seeing the frustrating “Unable to connect to database” error messages, php memory errors or 404 error pages. As a result of this new agreement The WebHostBox Company website will soon be taken offline and re-directed to BlueHost.

All agreements currently in place between The WebHostBox Company and clients will be honored and clients with active hosting accounts will be moved over to the new servers free of charge. Upon hosting or domain name renewal however, clients will have the option to either register for a new account via BlueHost or to drop service entirely and move to another service provider. This information will be going out to all clients of The WebHostBox Company before the end of June 2011 but since most have signed up for my RSS feed here I thought that a quick “heads-up” would be in order.

Now that I’ve moved my website to the new server and no longer experience the annoying error messaged that most of The WebHostBox Company clients have also been experiencing, you can expect to see a lot more articles being published on a weekly and even daily basis. Many thanks to everyone who have continued to support me in my personal and business ventures.

June 8th, 2011 | 6:36 PM

Apple’s office of the future: Coming 2015

Watch the video below where Steve Jobs presents Apple’s new office concept to the Cupertino city council. if everything goes as planned the mothership will be landing in 2015.

The proposed building reminds me of the futuristic city concepts of the Venus Project. I think that this building will become an important landmark in our society and that other companies will follow suit by embracing futuristic environmentally friendly architecture. So exciting!

June 5th, 2011 | 3:56 PM

Don’t miss the Apple WWDC on June 6th 2011

wwdc6511 Dont miss the Apple WWDC on June 6th 2011 Tomorrow, Monday June 6th Apple will host the 2011 Worldwide Developers ConferenceClick here for pre-conference news and to view the WWDC schedule. I’ll be posting some news on all things Apple during the coming weeks to keep you guys updated with everything that happened at the WWDC. Stay tuned!

June 1st, 2011 | 1:07 AM

Mesh Coming to Second Life This Summer

Of all the things that excite us about Second Life, and there are many, Mesh is near the top of our list. Since the Mess Project Viewer has been available, many content creators have given it a try on the test grid and we have only seen a small glimpse of the unlimited creative potential that this technology brings to Second Life. On behalf of everyone at the Lab, we want to thank everyone who have participated in the test and created this cool video demonstrating the power of Mesh.

So, now that you are excited about trying it out on the Main Grid, we wanted to share the launch time line, as promised.

In July, we will enable a limited set of regions to use Mesh and will roll it out, in a phased approach, throughout August. By the end of August, everyone in Second Life will be able to import Mesh objects. Of course, if we run into unforeseen issues or bugs, then this time line will need to shift.

We know that you must have a lot of questions regarding policies, costs, and how Mesh objects will be weighted. Although we cannot share these details yet, we will continue to keep you informed on our progress and other relevant news on the official Second Life blog.

So buckle up and get ready for a whole new wave of creativity in SL.

- Linden Lab.