• 18Oct

    Gwyneth Llewelyn recently offered a proposal to try to plug “the analogue hole” that makes content theft inevitable. Her proposal drew a lot of criticism, particularly from open source developers, and she has since withdrawn it.

    I’m glad to read that she has; I was among those with objections to the proposal. But I’m disappointed by her reaction to the criticism she received:

    The current community of developers — and by that I mean non-LL developers — is absolutely not interested in implementing any sort of content protection schemes.

    … Their argument is that ultimately any measures taken to implement “trusted clients” that connect to LL’s grid will always be defeated since it’s too easy to create a “fake” trusted client. And that the trouble to go the way of trusted clients will, well, “stifle development” by making it harder, and, ultimately, the gain is poor compared to the hassle of going through a certification procedure.

    I won’t fight that argument, since it’s discussing ideologies, not really security. Either the development is made by security-conscious developers, or by people who prefer that content ought to be copied anyway (since you’ll never be able to protect it), and they claim that the focus should be on making development easier, not worrying about how easy content is copied or not.

    … “Technicalities” are just a way to cover their ideology: ultimately, they’re strong believers that content (and that includes development efforts to make Second Life better) ought to be free.

    Despite what Gwyn suggests, one can object to a specific content protection scheme without being an ideological extremist who believes that everything should be free. Yes, there are individuals who take that viewpoint. Many of them are quite vocal, and some are rather arrogant and obnoxious. (I am of the opinion that this latter kind ought to be swatted hard over the head with a rolled-up newspaper. Repeatedly.)

    But to imply that anyone opposing her proposal must be some kind of anticommercial tekkie-hippie is fallacious and juvenile, and just as dismissive as the rudest comments she received. I must admit that I expected better from Gwyn.

    Now then, let me explain my opposition and criticism of the proposal. (This is not criticism of Gwyn as a person, nor of any of her other ideas besides this particular proposal.)

    While I do appreciate and respect the choice to make one’s own efforts open and free, I do not believe everything should be forced to be free, and I did not oppose the proposal based on my views on that topic. I opposed it because I see three major flaws in the proposed system, two of them purely security-related:

    1. the certificates could be easily forged, which defeats the purpose of having them at all
    2. an effective certification system would put an extraordinary burden on developers
    3. the system does not address the most commonly exploited methods of content theft

    I’ll expand on these points so that there can be no confusion about why I objected and still object to such a system. (I’ll give fair warning, though, that this is a rather long and probably dull post by most standards.)

    Continue reading »

  • 13Oct

    Deliverator Promo Image: the Deliverator is more than just a hollow wooden box. It's mass delivery made dead simple.

    I’m happy (and rather relieved) to announce that after power-coding day and night for the past week, I’ve released a handy new device: the Deliverator. I’m sure you’ll find that it is the easiest and most convenient way to deliver a gift, notecard, or other item to a long list of your friends or customers!

    It’s available now at Cuddlefish Junction for L$500 (or L$4500 for a copyable version).

    What is this marvelous contraption?

    The Deliverator is a scripted object that will help you deliver an item to lots of people with very little fuss.

    • Easy, guided set-up. Give it the item, give it the names, and off it goes.
    • No keys required. Names are enough for the Deliverator to do its job. No need to look up everybody’s UUIDs or make them touch some silly prim.
    • Low maintenance. Start it running and get on with your life. The Deliverator will IM you when it’s done, and let you know if there’s anything you should be aware of.
    • Reliable. In the unlikely event that the Deliverator can’t find somebody on your list, it will remember their name and tell you at the end, so you can be sure no one gets left out.
    • Unlimited delivery. The Deliverator can be used as many times as you want, and it can deliver to as many people as you can fit in a notecard.

    Continue reading »

  • 29Sep

    Dusan Writer offers a sensational bit of news:

    Mark Kingdon announced that an outside design firm is hard at work on a new, user-friendly viewer for Second Life.

    I’ve read Kingdon’s post, and I’m afraid Dusan misread it and jumped to the entirely wrong conclusion. Here’s what Kingdon actually wrote (emphasis mine):

    Shortly after I started, we kicked off a project to reinvent what we call the “first hour experience” (our web experience, the viewer, and the way we acclimate and acculturate users inworld) for new users. We’ve made great progress and will be working with an award-winning interactive design firm to help us complete the reinvention and bring it to life. Yes, we are creating a viewer that is new user friendly! Stay tuned for updates.

    That reads pretty clearly to me: they are working on a viewer that is friendly to new users, not a new viewer that is friendly to users. I suppose you could read some meaning into “reinvention” and “creating”, but I don’t see any indication that he means anything other than the renovations already in progress to make the existing viewer more friendly to new users.

    Improving new users experience has been a recurring theme at Resident Experience (Rx) office hours, and is clearly one of LL’s primary obsessions. And as it happens, Linden Lab contracted Vectorform, an award-winning interactive design firm, for what is known as the Landmarks & Navigation project. This is no great secret. Vectorform attended the Rx office hours on April 17 & 24 to gather information, and then presented the L&N project concept on May 29. There were also emails to the SLDev mailing list in April and May, around the same time as the office hours. The L&N project has been underway since then, and is now nearing completion (as much has been said at Rx office hours in recent weeks).

    So, sorry to burst any bubbles, but unless LL contracted another award-winning interactive design firm to work in secret on a whole new viewer, and the timing of that project just happened to coincide exactly with the timing of the Landmarks & Navigation project… well, I’ll let you jump to your own conclusion.

  • 15Sep

    As posted on the Imprudence blog:

    We’ll be having a casual discussion in Second Life tomorrow at 1PM, and anyone is welcome to attend. The topic will be ways to improve the SL user interface and usability. Lex Neva has kindly let us use her new plot of land in Hippotropolis for the chat. Thanks, Lex!

    • Topic: User interface, usability, accessibility, etc.
    • When: September 16 at 1PM SLT
    • Where: Hippotropolis (SLURL)

    It should be a fun chat, kicking back and talking about how we can make SL better. I hope some of you will drop in!

  • 10Sep

    I’ve made a post about this already over at the Imprudence blog, but I wanted to post a reminder that I will be overthrowing Resident Experience office hours tomorrow to force my hateful rhetoric down your throats.

    The topic will be Imprudence, my latest jihad against common sense and the will of the masses. My henchman and I will be available to answer questions and talk about my master plans to remove everything useful from SL and impose my own brand of horribly crippled (yet oh-so-pretty) software upon you all. Whom I despise.

    Where: Benjamin Linden’s office in Second Life.
    When: Thursday, September 11, 3-4 PM PDT

    It should be fun; I hope to see you there!

    (P.S. Sorry, I couldn’t resist.)

  • 23Aug

    My blog now has a new home at Tentacolor.com!

    After bumming off my friend for two years (thanks, Mera!), it’s about damn time I got my own domain. I set aside some time the past few days and performed the migration — and it was a complete success!

    If you’re reading this in an RSS reader (I can hardly blame you), you should stop by the site to check out the theme. It’s based on the theme “Cloudy” by aoemedia, but I’ve brought it down below sea level (and therefore affectionately refer to it as “Murky”). People I’ve shown it to seem to get a kick out of the header, especially.

    You may be wondering what the heck “tentacolor” means. I know I would, if I didn’t already know! As I explained in a blog post almost exactly one year ago, it’s a play on the Italian word for tentacle, tentacolo. As you can see, I’m embracing my cephalopodic reputation with all 8-to-12 wriggling, slimy, cuddly tentacles!

    Ia! Ia! Tentacolor lives!

  • 28May

    Comparison of Blender and SL poses

    A new revision (2008-05-28) of the Blender to BVH exporter is available. Here are the noteworthy changes:

    • Added GPL2 as licensing option.
    • Added hand and foot control bones (scale 1.5 to enable).
    • Bone adjustments to make Auto-IK work better.
    • Auto-IK enabled by default.
    • Minor skeleton tweaks in the knees.

    A note about Auto-IK: for this revision, Auto-IK is enabled already, to make it easier for beginners to pose the armature. Just grab and pull on the arms or legs (but not the hands or feet; those won’t work), and the limb will move around. If you don’t want Auto-IK, click off the “Auto IK” button in the panel on the right (about 1/3 of the way down the screen).

    A note about the hand and foot control bones: by default, they have no effect. But if you scale them up to scale 1.5 (select the bone, press S, type 1.5, press enter), the corresponding limb will try to reach for the control bone, using IK. You can use this to keep the feet planted on the ground, for example. If you don’t want the control bones cluttering things up, you can hide them by selecting them and pressing H; get them back with Alt-H.

    By the way, a tip about using IK targets (like the control bones): it works best if the limb is already (without IK) in a pose similar to how you want it. So, IK just gives it that extra “snap” to keep it in place. If you only use IK without posing first, the limb might bend the wrong way and you’ll have to see a doctor.

    Enjoy.

    P.S. This doesn’t mean I’m maintaining it… :P

  • 19May

    Giant Octopus is the lurveliest hue

    Just in case you didn’t have enough giant megaprim sculpty octopods in your life, you can follow the pictoral story of the creation of my Giant Octopus sculpture from start to finish.

  • 22Apr

    Hey, today was my second rezday! It has now been two years since I descended from the immaculate skybox in the heavens and took my first waddling steps on Orientation Island. (I’ll spare you the nostalgic stories of how things were “when I was a noob.”)

    Last year at this time, I was waxing existential about my days in Second Life. For some reason I can’t remember, my continued presence in SL seemed uncertain back then.

    So here’s hoping that one year from now, I won’t remember the reasons why it seems uncertain now, either.

  • 01Mar

    Don't Mess With Jacek
    Checked out the new Circuit City sims. I looked high and low, but found no iPod Nano. What I did find was this awesome, atmospheric subway scene.

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