MUV601 – Blog Post 5

Plan

In this section I set out to.

  • Script all necessary objects with interactivity, scanning, particles and sounds.
  • Create light sources where necessary.
  • Put final touches and polish on the build.

What I achieved

I have animated the sky now to circle above the build, it makes it feel much more ominous and brings a stronger focus to the centre. I have increased the size of the outer ring and made it transparent to simulate a fading out and to make it feel larger around the sides. I have scripted a particle system, light source, colour change and texture change on the bonfire. When the bonfire ash pile is clicked the texture will change from ‘Rock’ to the red texture ‘Mulch’ to represent the glowing of the ashes. I also implemented the colour change on the bonfire as the texture itself is set with a darker colour which does not make it feel lit. The transition is from <0.35, 0.35, 0.35> to <1.0, 0.75, 0.75> to make the bonfire brighter and more well lit. I also scripted in a particle system using the code snippets from particle labs note card, it proved extremely useful though I don’t 100% understand everything that is going on. Finally I scripted in a light source when the bonfire is turned on to light up the surrounding area, I made it quite bright so that the light would catch on all of the rocks. Resources I used:

  • Light source: Isa’s example script from class.
  • Particle system: Sourced from the particle laboratory.
  • Texture change: http://wiki.secondlife.com/wiki/LlSetTexture
  • Colour change: http://wiki.secondlife.com/wiki/LlSetPrimitiveParams

 

Build Screenshot

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Problems I encountered

There was a bit of fiddling as far as scripting is concerned, just to get parameters right on copied code for the desired effect. There was also one other issue regarding the particles and having transparent animated textures, if either was displaying with the ground prim behind it those parts of the texture or particles simply disappeared. I couldn’t seem to find a fix for it and I’m not sure whether it’s just a graphics issue for me or not.

Requirements fulfilled – Content Creation

  • A minimum of 50 and a maximum of 300 prims used in the construction.
    167 Used.
  • At least three different primitive types (i.e. Sphere, Torus, etc.)
    Sphere, cylinder, hemicylinder, torus, ring, cube (maybe more?) used.
  • At least four different forms of prim manipulation (i.e. Cut, Twist, etc.)
    Rings and torus feature cuts, sword blade has twist, gate has hollowing and general linking, resizing etc. has been used.
  • The use of different textures and colours throughout the build with consideration given to using appropriate textures, texture repeats, offsets and rotations.
    Plenty of variation here.
  • At least two different texture manipulations (i.e. Glow, Shininess, etc.).
    The sky features a glow, transparency on the fogwall and outer ring, animated textures etc.
  • The appropriate use of multiple textures on a prim.
    Walls and sky feature differing textures on the sides.
  • The appropriate scale for purpose both in construction and texture use.
    Not 100% on this.

Requirements fulfilled – Visual complexity

  1. A scripted change in colour.
    Featured on the bonfire when it changes to and from the lit state.
  2. A scripted change in texture.
    Featured on the bonfire when it changes to and from the lit state.
  3. An animated texture
    Featured on the fogwall and sky.
  4. An instance of a prim with Light.
    Featured on the bonfire in it’s lit state.
  5. The use of at least two sculpties.
    Three different sculpties for the stalagmites featured.
  6. An appropriate particle system
    Featured on the bonfire in it’s lit state.

Reflection

Overall I’m quite impressed with what I have produced given my experience with building and scripting so far. I had a few hiccups along the way, its a shame that I couldn’t produce better terrain for the build to sit on as it feels very flat without the stalagmites. Playing with the terrain tool would have been great but it just wasn’t possible given we are building on sky platforms. Ideally I would have liked to have created the sculptie stalagmites myself in a program like blender but the learning curve seems enormous if you are new to those types of programs. The weird bug with the particles and transparent animated textures not appearing infront of the ground was just bizarre and I couldnt quite work out what on earth was going on. I think in the end the build is immersive just like I set out to achieve in the first place and even though it isn’t quite a replica of what I wanted to create in the first place I think I have done well to create a believable area from the game’s universe. I have learnt a lot whilst building as well and creating smaller objects like the swords and bones was probably my favourite part, especially creating the twisted blade or the cut tori for the ribs. I have enjoyed myself more than I thought whilst building it as well, I only wish I had actually managed my time better and not left it till the last moment.

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MUV601 – Blog Post 5

MUV601 – Blog Post 4

Plan

In this section I set out to.

  • Finish modelling the bonfire.
  • Create the sword in the bonfire.
  • Perfect other objects that sit on the terrain

What I achieved

I created the sword and the bones that sit on the fireplace, these are all made from primitives. The sword is comprised of a twisted cube as the blade,  2 hemi-cylinders crossed as a hilt, a cylinder as the handle and a torus as a pommel. The bone is comprised of one cylinder and 6 spheres each and the rib cage is a single cylinder and the spinal column and cut up torus as the ribs. I’ve just used default textures for the sword and bones. The sword is textured with Topsoil which actually works well to represent rusted metal. The bones are textured with Concrete which gives a decent bone aesthetic.

 

Build Screenshot

sword

Problems I encountered

The scaling was a little bit difficult when your making an object out of many primitives. Just heaps of trial and error to get things to come right. Tried to also make a skull, was too difficult with things like eye holes to worry about.

Reflection

Proud of what I have produced purely out of primitive objects, its actually very close to the real thing which I couldn’t be happier with.

 

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MUV601 – Blog Post 4

MUV601 – Blog Post 3

Plan

In this section I set out to.

  • Create the rocks and other objects that sit on the terrain.
  • Begin creating the centre piece bonfire.

What I achieved

I have covered the previous rings of ash with sculptie stalagmites, I have also removed 2 of the inner rings to reduce clutter on the build. I have added a fog wall on the gate, which features an animated texture that moves upwards and the object itself has the phantom property allowing movement through it. The Stalagmites texture maps I actually purchased off of the store after trying to create them with both primitives and trying to make them in blender with no result. Not sure if this is against the rules as the sculpties themselves I have Created and I have applied the texture to them to shape them. The texture that is on the stalagmites themselves is just a default one I already had in my inventory ‘Rock – rippling’. Here are the resources I used below.

I have also placed the start of the bonfire in the middle, it is a wide-cone prim with the top sliced off. It has the default texture ‘Rock – Salt n Pepper’ applied to it, it actually looks quite like lighter coloured ash which is nice.

Build Screenshot

blog3

Problems I encountered

Trying to create the stalagmites in blender and with prims proved to be too difficult for me to pull off. Creating life-like objects with prims is almost undo-able for someone with as much experience as me. Animating the texture required quite a bit of fiddling to get the direction of the animation flowing right. I ended up just rotating the object in the end as opposed to altering the script but it was fine doing that.

Reflection

My build is deviating quite a bit from my original concept, but I am proud of what I am producing given my limitations. I’m still not 100% sure if it’s OK to use sculptie textures, this is from the assessment page “You may use sculpt textures sourced from other creators but the actual sculptie that texture is applied to must be your own creation.”. I’m assuming that the sculpt textures part is what gives the object shape as opposed to covering the outside with a texture, it doesn’t make sense to me creating a sculpt texture then trying to apply someone else’s aesthetic over the top of it.

MUV601 – Blog Post 3

MUV601 – Blog Post 2

Plan

In this section I set out to:

  • Create a texture for the sky.
  • Create a generic texture for the ground.
  • Create the modeled terrain that will support the build on top of it.

What I achieved

I found appropriate textures for the ground, sky and for the gate I also decided to implement. The links for them are found here. They are all seamless tiles and I have made them planar with varying repetition between them to make them look as organic as possible.

I have created 6 rings to emulate terrain, the outer ring is to represent the outer walls of the coliseum-like structure and the inner five represent ash forming in piles around the bonfire that have been scattered outwards by energy emitting from the fire (Large -> Small from Outer -> Inner). I have created cuts on the rings to form a pathway to the center and to create room for a gate on the outer ring.

Build Screenshot

blog2

Problems I encountered

Creating some form of terrain from primitives was not easy, since I am working on top of prims rather than actual terrain using the terrain tool was not an option. Took me a while to figure out how I could do it with the ring prim. Also applying textures to these sculpted prims looks absolutely terrible, I’ve tried messing with offsets, rotations etc. to no avail, I have simply coloured them at this point. Whether I can make this nicer down the line, I am uncertain.

Reflection

I’m actually quite proud of what I’ve achieved so far, the terrain part was extremely difficult but I think I’ve produced a desirable result as it stands.

MUV601 – Blog Post 2

MUV601 – Blog Post 1

Plan

In this section I set out to.

  • Work out the rest of my design.
  • Produce a colour palette to work with.
  • Set out boundaries for the build.
  • Produce the half-sphere for the ground and sky.

What I achieved

I have a solid idea of what my final build will look like now and this is the first step towards achieving it. I know that my colour palette will mostly consist of blacks, ashen shades of grey and reds that lend themselves to magma or embers. The boundaries of my build are 32 x 32 x 16 as set out by 6 large panel-like prims, they also act as the sky and ground. The wall and roof panels are set to be phantoms allowing people to move in and out of the build as they wish.

Build Screenshotbuildsofar

Problems I encountered

My original intention was to create the ground and sky box from a half-sphere prim but after experimenting for a while with it I found that textures applied to it would only apply to the outside and not on multiple faces (such as inside the prim). I opted to create a large box instead, the sky definitely will not look as great but it’s the most practical solution I can see at this time.

Reflection

Build is going well so far, this section only took me roughly an hour or so but it’s most definitely the most simple one to complete. Looking forward to getting dug in to the more advanced stuff.

 

MUV601 – Blog Post 1

MUV601 – Assignment 3 Plan

The Build
I have chosen to do content creation with a focus on visual complexity. My plan is to recreate an environment from the Dark Souls series, the Kiln of the First Flame. The build will be within Second Life.

Purpose
The builds purpose is to create an immersive environment that would invoke a nostalgia from those who have played the series or perhaps create interest for those that haven’t.

Learning goals

  • To become more skilled in creating small but complex objects.
  • To become better at advanced manipulation of primitives.
  • To become more familiar with scripting and it’s varied uses.
  • To learn the methods of creating an immersive environment.
  • To be able to create realistic terrain.
Kiln-unlit
The Kiln of the First Flame

The build – Expanded
The build itself will be very similar to the image above, I don’t plan on creating the structures beyond the 3 large claw like rocks so that the build doesn’t become too large. My plan for the space beyond is to have the build itself within half of a sphere that has a sky-box image on the inside to make it feel like there is more space and also to create additional atmosphere. The centre of the build will feature an unlit camp fire with a coiled sword skewered into it, this is where I will be focusing on fine detailing. When an avatar interacts with the sword the fire will become lit and begin to emit light, sound and fire particles. The texture of the sword will change from an ashen steel to steel with molten red highlights.

bonfire
The lit bonfire

Timeline

Week  1.

  • Work out the rest of my design.
  • Produce a colour palette to work with.
  • Set out boundaries for the build.
  • Produce the half-sphere for the ground and sky.

Week 2.

  • Create a texture for the sky.
  • Create a generic texture for the ground.
  • Create the modeled terrain that will support the build on top of it.

Week 3.

  • Create the rocks and other objects that sit on the terrain.
  • Begin creating the centre piece bonfire.

Week 4.

  • Finish modelling the bonfire.
  • Create the sword in the bonfire.
  • Perfect other objects that sit on the terrain.

Week 5.

  • Script all necessary objects with interactivity, scanning, particles and sounds.
  • Create light sources where necessary.
  • Put final touches and polish on the build.

Skills
I should be fine modelling a great deal of the objects by myself through experimentation, especially when it comes to manipulating the primitives. The only parts I’m not overly confident on will be creating the terrain so that the ground isn’t flat with a boring texture on top and also parts of the scripting will probably require a bit of research.

MUV601 – Assignment 3 Plan

Protecting Intellectual Property in SL

How the SL Permission system helps to protect Intellectual Property
The permissions system in second life seems to be a pretty effective system for protecting any objects that you have created within SL. On the flip side your creations are just as easy to give away at the same time. The fact the permissions on an object are inherited infinitely from their parent objects is fantastic. This means I am able to sell copies of one of my objects and have them be non-transferable for all of the new owners of it. My only criticism would be the fact that transfer is not split between gifting and reselling, these are 2 completely different things to me. When we talk about intellectual property it is also important to consider that it is possible (though not without consequence) for players to import copyrighted material they might not have permission for into SL. Though having some sort of approval system for importing objects would be very time consuming for Linden Labs.

CopyBot
CopyBot was a tool that was created by the Second Life development team to originally provide import/export functionality within SL. Exporting creations with this tool required creator and owner permissions and response to a disclaimer. Potential uses of the application included.

  • Backup creations through the use of exporting.
  • Importing creations for use in other sims/environments.
  • Importing/exporting creations from preview/test grids onto main grids.

Eventually the source code for CopyBot was made available to the public. It was later modified by unknown parties so that it was able to copy objects whilst circumventing the permissions system. This caused huge uproar in the SL community with merchants threatening to leave if Linden Labs did not block all use of CopyBot. Linden Labs tolerates the use of copy mechanisms so long as they are used for their original purpose and not to circumvent permissions. CopyBot code has been modified further so that legitimate usage such as backing up ones inventory or objects someone has created is possible.

Protecting or sharing IP in a virtual world
On the Second Life level, Linden Labs have given powerful tools to the player when it comes to object protection and sharing. I think improvements could be made to how this system is explained to the player, I found it confusing as hell at first. I would also like to see some sort of differentiation between next owners being able to gift or resell an object. I think that if a player really wants something but they aren’t able or willing to pay for it I think they will find a means to obtain it (even if that method violates the SL ToS). A way to protect your IP could also be as abstract as providing it to as many people as you can. This could be done through simply lessening the amount of linden dollars you are charging for your creations, that way people feel as though they are getting more for their money and people that might be strapped for cash might just buy it instead of bothering to steal via other means. I’m sure there are repositories online where people come to share their creations in a form in which they are easy to import to the Second Life and OpenSim grids.

Protecting Intellectual Property in SL