Be Concerned

This week we discuss the NSA privacy violations in virtual worlds, on the web and through mobile, using Bitcoins for luxury items, and more!

This week’s topics include:


Karl Stiefvater (Qarl Fizz, formerly Qarl Linden) is visual effects artist, software developer, and interactive designer extraordinaire.

William Reed Seal-Foss is a 3D artist and virtual world content creator.

Thank you to our sponsors – Botgirl’s Digital PlaygroundAngelRED CoutureKahruvel Design and Virtual Vision 2020

About Kim/Gianna

Kimberly Winnington (SL: Gianna Borgnine) is the Emmy nominated owner and CEO of Sand Castle Studios, LLC, a company dedicated to helping organizations maximize the full potential of virtual worlds and social media by creating interactive, social, and 3D experiences. For the last 5 years, Kimberly has helped SCS clients stay ahead of the curve and is a respected resource for information on current and developing trends, social media, and immersive experiences.
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2 Responses to Be Concerned

  1. Cathy Foil says:

    Breaking news! While the Fitted Mesh deformer is not a closed beta project some sort of closed invitation only, NDA required, project that depends on the Fitted Mesh deformer has been started by LL. A small group has been formed for testers by invitation only.

    My Source:
    Comment posted by Daren Caldwell on Dec 13th 2013 11:46 AM where he quotes Oz.

    I have been quite active on the Fitted Mesh deformer STORM-1985 page and the Fitted Mesh jira main page. As of writing this I have not received an invitation though I have not logged into SL in the last few days.

    What possible kind of project could LL be testing that requires the Fitted Mesh deformer? Perhaps a hybrid deformer? One the uses Qarl’s Mesh Deformer and Collision Bones? Perhaps they are seeing if it is feasible to allow both deformers to be available? Perhaps it is to see if allowing content creators to add their own custom bones via collision bones is possible? Maybe it is to see if the collision bones should have their own sliders in editing appearance instead of being tied to the existing sliders? Perhaps they are testing my idea of not using the original collision bones at all because of their offset positions from the normal bones. The offset makes mesh bend oddly.

    My idea was to duplicate the normal bones. Rename them from “m” to “f” so mPelvis would become fPelvis and so on for all the bones. Then unparent all the bones and parent them to their normal skeleton joint counterparts. So fPelvis would be parented to mPelvis and fChest would be parented to mChest and so on for all the bones. This way all the Fitted Mesh bones would have the same exact positions, rotations and default scale as the normal skeleton bones. This would make things a lot easier for content creators.

    Here’s a link to my suggestion I made on the Jira for Fitted Mesh. Please if you think it is a good idea go and vote for it. If we are stuck with the Fitted Mesh deformer I am going to try and help make it as good as it can be.

    By the way great show as always Kim! :)

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