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Jeremy Linden

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  1. Jeremy Linden

    Name to Agent ID API

    One of the challenges created by name changes is that anyone with an external database that uses name lookups must adjust by replacing or reindexing to use agent IDs. The Name to Agent ID API is a publicly available REST endpoint to which a user submits a username/last name combination (Residents with a single username have the last name "Resident" by default), and is returned the agent_id associated with that name if it exists. Documentation for usage of this tool can be found through the APIs and Web Services Portal, or directly: Name to agent ID API documentation
  2. Jeremy Linden

    Skill Gaming in Second Life

    Gambling is strictly prohibited in Second Life and operating, or participating in, a game of chance that provides a Linden Dollar payout is a violation of our Terms of Service. However, games of skill are legally permitted in many jurisdictions, and Second Life’s Skill Gaming Policy establishes that skill games offering Linden Dollar payouts are allowed, but each game, its creator, its operator, and the region on which it is operated must be approved by Linden Lab. Access to skill games offering Linden Dollar payouts are limited to Second Life users who are of sufficient age and are located in a jurisdiction that Linden Lab permits for this type of online gaming activity. For more information on this program, please read the Skill Gaming Policy and associated FAQs. Skill Gaming FAQs and policies Official policies and frequently asked questions about Skill Gaming can be found on the Second Life Wiki: Skill Gaming Policy Skill Gaming FAQ Skill Gaming Approved Participants
  3. Jeremy Linden

    Tilia FAQ

    What is Tilia? Processing credit with Tilia Identity verification questions Why am I required to provide personal information to Tilia and what will you do with it? What types of IDs are acceptable? I have already submitted my photo ID. Why do I have to do it again? My bank, credit card company, or PayPal has already verified my identity. Why do I need to verify again with Tilia? I do not have a Social Security Number. How do I proceed? What if I do not want to submit Social Security information? Why wasn't this information asked for during registration? When will I be asked for an ID? Can I voluntarily submit my ID for verification before making a process credit request? How long does this process take? What happens to my US dollar balance if I don't comply? What is an acceptable proof of address? If I change my legal name, what kind of documents do I need to provide? How do I update my email on file so I can see the information request? What kinds of transactions do not normally require ID verification? Tilia usage questions Can I access my Tilia account separately from my Second Life account? Can Tilia credit U.S. dollars directly to my bank account? Do I need to use Tilia to buy Linden dollars? How can I avoid the inactivity fee? Why can't I process credit? What happens if I don't accept Tilia's Terms of Service? Technical and legal questions Is my information stored securely? Is Tilia compliant with GDPR? Does Tilia share my personal information with the government? Will my data be used for data mining purposes? Will my U.S. Dollar balance escheat to the state? What happens if a Second Life Resident dies with a U.S. Dollar balance still on their Tilia account? In other languages: Deutsch Español Français Italiano 日本語 Português Русский Türkçe What is Tilia? Tilia is a subsidiary of Linden Lab that offers certain financial services to the Second Life community and helps Second Life comply with U.S. laws and regulations. As of August 1, 2019, Tilia assumes management of your account's U.S. dollar balance in the form of your Tilia account. Tilia also handles process credit requests and payments made from your Tilia account. A Tilia account associated with your Second Life account is created automatically, and you do not need a separate username or password to access your Tilia account. Processing credit with Tilia In order to stay in compliance with regulatory requirements, if you wish to credit a portion of your U.S. Dollar balance to your PayPal or Skrill account (known as processing a credit) then you must provide certain personal information to verify your identity, including your: Name Address Date of birth Social security number (or government-issued identification if you are not a U.S. Citizen). You may also be required to provide additional information to complete the transaction. Tilia securely stores this information so that you should only need to provide it once. Note: Customers under 18 years of age will not be able to process credit after August 1, 2019 until they reach the age of 18. Important: If your Tilia Account is inactive for a period of 12 months, you will be charged an inactivity fee. Your Tilia Account will be charged this fee each successive month until it is no longer inactive. More information about this fee can be found in Section 3.4 of Tilia’s Terms of Service. Identity verification questions Why am I required to provide personal information to Tilia and what will you do with it? As registered money services businesses, Linden Lab and Tilia are required to comply with applicable U.S. laws and regulations. As part of our ongoing risk management process, we must obtain, verify, and record information about our customers for whom we offer financial-related services. We take your privacy and security seriously, so your personal information will continue to remain protected and will only be used for purposes that are outlined in Linden Lab’s and Tilia’s Privacy Policies. What types of IDs are acceptable? Acceptable forms of photo ID include: Driver's license Passport Any other form of government-issued photo ID If you do not have any of these forms of identification, please contact our customer support team for additional guidance. I have already submitted my photo ID. Why do I have to do it again? The financial-related services that are offered by Linden Lab are now managed by Linden Lab's wholly-owned subsidiary, Tilia Inc. Tilia is required to comply with applicable U.S. laws and regulations. As part of our ongoing risk management process, we obtain, verify, and record information about our customers for whom we offer financial-related services. Your personal information will remain protected and will only be used for purposes that are outlined in our Privacy Policy, which can be accessed on our website. Most Residents will not need to resubmit information if it has been previously provided. However, there may be some instances where Tilia may need to collect and verify the documentation again. However, there may be some instances where Tilia may need to collect and verify the documentation again, like for issuing tax documentation. My bank, credit card company, or PayPal has already verified my identity. Why do I need to verify again with Tilia? As a money services business, Tilia is required to comply with the various state and federal laws regarding money transmission, which require us to collect and verify this information regardless of whether you have provided this information to other financial institutions, such as your credit card company or PayPal. I do not have a Social Security Number. How do I proceed? If you are not a U.S. Citizen, you can provide a passport and a utility bill to verify your identity. If you are a U.S. Citizen and do not have a Social Security number, please contact customer service. What if I do not want to submit Social Security information? We will not be able to process your transaction without your Social Security information; the law states that we must collect and verify this information. Why wasn't this information asked for during registration? The requirements for collecting information only apply to certain financial transactions, such as using funds in your stored value wallet to process credit to US dollars. There are no such regulatory requirements for registering to use Second Life. When will I be asked for an ID? You are asked for ID when you initiate a process-credit request and send US dollars to your payment method on file. Can I voluntarily submit my ID for verification before making a process credit request? Yes. You can voluntarily submit your ID for verification without making a process credit request. This will ensure that you do not experience a delay when attempting to process credit for the first time with Tilia. Please visit your Billing Information page on the Second Life website. You can access the submission form by clicking We may need some additional information in order to process credit from your Tilia account. Once your identity has been verified, the message changes to read, "We have all the information we require to process credit from your Tilia account. Thank you!" For more information about this process, please see this blog post: Voluntary Regulatory Information Submission. How long does this process take? Requests are usually processed within one to three days, but in some cases the process may take up to 30 days. What happens to my US dollar balance if I don't comply? Your stored U.S. dollar balance remains on your account. We will not accept any process-credit requests until we have received and reviewed the requested documents. You may continue to use your U.S. Dollar balance to pay for Second Life services and Linden dollars. What is an acceptable proof of address? Acceptable documents are listed below, and must be dated within the last 3 months: Current utility bill Bank, credit card, or financial statement Cell phone bill Rental agreement or lease Tax form Voter registration Insurance statement Photos of these documents must be clear and in-focus, cover the full document, and must clearly show the required information. If I change my legal name, what kind of documents do I need to provide? If you change your name, you must submit updated information. Acceptable documents include: Name change certificate Marriage certificate Certificate of Divorce Certificate of commitment How do I update my email on file to make sure I can receive communications from Tilia? If you would like to update your email account to a more current one, you may do so by clicking this link: https://accounts.secondlife.com/change_email/. We encourage you to verify your email address and make sure it remains current. What kinds of transactions do not normally require ID verification? ID verification applies to process credit requests, which are requests to credit some or all of your U.S. Dollar balance to a PayPal or Skrill account. Therefore, the following types of transactions do not normally require you to send your personal information: Buying Linden dollars with any payment method Using a credit card, PayPal, or Skrill to pay for Second Life services such as Premium membership or land use fees Spending Linden dollars Selling Linden dollars on the LindeX Tilia usage questions Can I access my Tilia account separately from my Second Life account? This is currently not possible. Your Tilia account is integrated with your Second Life account, and is accessed through the Second Life website with your Second Life login credentials. Services that are provided by Tilia will be clearly marked. Can Tilia credit U.S. dollars directly to my bank account? Tilia cannot process credit directly to bank accounts at this time, but can credit your U.S. Dollar balance to a PayPal or Skrill account. Do I need to use Tilia to buy Linden dollars? No. Tilia is not involved in the Linden dollar purchase process. You can continue to use your payment method on file to buy Linden dollars and do not need to provide any additional personal information. How can I avoid the inactivity fee? If your Tilia account is inactive for a period of 12 months, you are charged a small, monthly inactivity fee of no more than $3.00 to offset the engineering, support, accounting, and compliance costs of maintaining your account. This inactivity fee cannot reduce your U.S. Dollar balance below zero, and will never result in a new credit card charge. The inactivity fee does not affect your Linden dollar balance. To avoid this inactivity fee, you need only to log into your account on the Second Life website at least once every 12 months. Additionally, Residents with a Premium membership will not incur an inactivity fee for as long as their Premium membership is current. Why can't I process credit? If we have not yet been able to verify your personal information documents, we will not be able to accept any process-credit requests. What happens if I don't accept Tilia's Terms of Service? If you maintain a U.S. Dollar balance (such as through the sale of Linden dollars on the LindeX), it is important that you review and accept the Tilia Terms of Service. You will be prompted to do so when you log into Secondlife.com. If you have a U.S. Dollar balance on August 1, 2019 and do not accept the Terms of Service, you will have until October 31, 2019 to do so or you will no longer be able to use your U.S. Dollar balance. If you do not accept the Terms of Service, you will still be able to log into Second Life and use your payment method on file (such as a credit card) to pay for items and services, but you will no longer have the ability to request a process credit transaction, or make payments for Second Life services from your U.S. Dollar balance. Technical and legal questions Is my information stored securely? We understand your concerns. Your information is protected as outlined in our Privacy Policy. If you do not feel comfortable providing the information through the internet, please contact customer support for additional methods. For more information about how we protect your data, check out our blog post: Information about Privacy and Security in Tilia. Is Tilia compliant with GDPR? Tilia is fully compliant with the General Data Protection Regulation (GDPR). For more information, please see our Privacy Policy. If you have specific questions about your individual account and situation, please contact our customer support team. Does Tilia share my personal information with the government? Tilia will not provide your information to any government unless compelled to do so through a legal process, such as a subpoena or search warrant. Will my data be used for data mining purposes? Tilia is not associated with data mining in any way, and your data will not be used for this purpose or sold to third parties. Tilia is a subsidiary of Linden Lab, and exists to strengthen our processes and better protect your data while allowing Second Life’s commercial backbone to thrive. Will my U.S. Dollar balance escheat to the state? Yes. Tilia will comply with unclaimed property laws in every state. What happens if a Second Life Resident dies with a U.S. Dollar balance still on their Tilia account? To see our current policy, visit our wiki article on this topic: Linden Lab Official:Death and other worries outside Second Life.
  4. What is a store manager? What can a store manager do? What can a store manager not do? Adding a manager to your store Removing a manager from your store Changing a manager's additional permissions Monitoring store managers' actions Audit logs Email alerts Viewing stores that you manage What is a store manager? A store manager is a Resident you have designated to manage some operations of your store in the Second Life Marketplace. What can a store manager do? Store managers can perform many of the same actions as the store owner, including: Edit the store's details Edit product details List unlisted items View store and product details At the store owner's discretion, managers may also: Redeliver orders Change product prices Unlist products Add or remove revenue distributions Add or remove listing enhancements. What can a store manager not do? Store managers may not: Archive products Add or remove other managers Perform management actions for which they have not been given permission If a store manager does not have permission to change prices, unlist an item, or change automatic redelivery, those fields appear as inactive in the edit and bulk edit pages. Similarly, the associated controls do not appear for store managers that do not have permission to unlist items, add/remove revenue distributions, or add/remove listing enhancements. Adding a manager to your store You may add up to five managers to your Second Life Marketplace store. You must be friends in order to add someone as a store manager. To add a manager to your Marketplace store: Visit the Second Life Marketplace while logged into the Second Life website. Choose My Marketplace > Merchant home from the top menu bar. On the left side of the page, under Store setup, click Edit store information. On the Edit store information page, under Store Managers, click Add Manager. In the Manager field, enter the username of the Resident you would like to make a store manager. (You must use the Resident's full username and not their display name. See Usernames and display names for information about the differences between user names and display names.) You must be friends with the Resident. (Optional) Check boxes next to any additional permissions you would like your store manager to have: Product redelivery - The manager can redeliver orders, as well as change the automatic redelivery option on copy-enabled products. Changing product prices - The manager can change the price of a product. Unlisting products - The manager can unlist products. (All managers can list products.) Adding/removing revenue distributions - The manager can add and remove revenue distributions. Adding/removing listing enhancements - The manager can add, remove, and modify listing enhancements. Click Add to add the store manager to your Second Life Marketplace store. Enter the manager's full Second Life name, then choose additional permissions before clicking Add to add them as a store manager. Removing a manager from your store Visit the Second Life Marketplace while logged into the Second Life website. Choose My Marketplace > Merchant home from the top menu bar. On the left side of the page, under Store setup, click Edit store information. On the Edit store information page, under Store Managers, find the name of the manager you would like to remove and click the Delete button next to their name. The store manager is removed immediately. To remove a store manager, click the Delete button next to their name. Changing a manager's additional permissions In order to change a manager's additional permissions, you must remove the manager and then add them again with the updated permissions. Monitoring store managers' actions You can keep track of your store managers' actions in the following ways: Audit logs Your store's audit logs provide a history of actions taken by your store managers. For each action, you can determine: What action was taken Which manager took the action What product the action affected (if applicable), and At what time the action took place Note: When you add or remove a manager, the action is logged with you as the manager. Your actions are not otherwise shown in the audit logs. To view your store's audit logs: Choose My Marketplace > Merchant home from the top menu bar. In the left column, under Inventory, click View audit logs. The audit logs can be sorted by column by clicking the column headers. Each page of audit logs displays up to 50 entries. From your Merchant home, click View audit logs to view store managers' activity. Email alerts You can choose to receive email alerts when a store manager performs one of the following actions: Changes a listing's price Adds or removes revenue distribution Adds or removes listing enhancements To enable email alerts: Choose My Marketplace > My account from the top menu bar. In the left column, click Email settings. Under Merchant Notifications, set Store manager action alert email to On. Click Save Email Settings. On the Email settings page, you can choose whether to receive email notifications for various store manager actions. Viewing stores that you manage If you are a store manager for one or more stores, you can view the stores you manage by choosing My Marketplace > Manager home from the top menu bar. This link only appears if you have been designated as a manager of at least one store in the Second Life Marketplace.
  5. Jeremy Linden

    Creating your own auctions

    Requirements Creating an auction Re-scheduling an auction Cancelling an auction Completing an auction In other languages: Deutsch Español Français Italiano 日本語 Português Notice: As of October 14, 2019, new Resident-to-Resident auctions have been disabled while we make improvements. All existing auctions will be allowed to complete as originally scheduled. For more information, please see the official Second Life Blog. It is possible to create your own land auctions for individually owned parcels on the Second Life mainland. Requirements The parcel must be owned by an individual resident and the parcel must be on the mainland. Group owned parcels and parcels on private islands cannot be auctioned. Your parcel must also be marked Show in Search (see Place Pages for more information). Auctions can only be created by the parcel owner, and the owner must have a verified email address. Creating an auction Go to https://places.secondlife.com/ and click on My Places in the menu bar. Select a parcel to be auctioned and click Visit. This takes you to the Place Page for that parcel. Click the Auction This Parcel button in the left column. This takes you to the form to schedule the auction for this parcel. There are four fields, all required: Start Time: The time when the auction will begin, in Pacific Time Close Time: The time when the auction will end, in Pacific Time Starting Bid: The minimum bid required for the first bidder, in Linden dollars (L$) Bid Increment: The increment by which bids must be increased (for example, if the current bid is 500 and the bid increment is 10, then the next bid must be at least 510). Note: These fields are populated with default values, but you are free to adjust them. The following limitations apply: Start Time: Must be in the future, but cannot be scheduled more than four weeks in the future. Close Time: Must be at least 48 hours after the start time but auctions can last no more than one week. Starting Bid: The default starting bid is L$0.50 per parcel square meter, but you can change it to whatever you like. Bid Increment: The default bid increment is 10. Bid increment must be set in multiples of 10, and the maximum increment is 100. When you have set the desired values, click the Create Auction button. Your parcel then appears in the Scheduled Auctions list until the start time, and the Place Page indicates that an auction has been scheduled. After the start time, your parcel appears in the Open Auctions list and the bidding box appears on your parcel's Place Page. When you create the auction, the ownership of the parcel is transferred to a temporary holding account named AuctionServices Linden. You will no longer be listed as the owner. You will not be able to edit, cut, sell, or change the parcel in any way once you create the auction. If you cancel the auction, or if the auction completes without any bids, then the ownership of the parcel returns to you. Re-scheduling an auction At any time before the auction begins, you can change the scheduled times and bid amounts. When the auction has been scheduled but not started, a Re-Schedule This Auction button appears on the place page for the parcel owner. Clicking this button takes you back to the schedule form, where you can change any of the previously set values. Cancelling an auction You may cancel an auction at any time before it starts. You can also cancel an auction that has already begun as long as there are no bids. Simply click the Cancel This Auction button on the Place Page and then confirm cancellation on the next page. When you cancel the auction, the ownership of the parcel reverts back to you. Note: You cannot cancel an auction if it has received at least one bid. Completing an auction When the Close Time arrives, the auction is completed automatically. You receive an email notification that the auction has been completed, but no action is required on your part. Ownership of the parcel is transferred to the auction winner, and the winning bid amount (minus a 15% commission) is transferred to your account. If the auction closes without having received any bids, the ownership of the parcel is transferred back to you from Auction Services.
  6. Jeremy Linden

    Verifying your email address

    Email verification After you create your Second Life account, you will receive an email requesting that you verify your email address for Second Life. Click the verification link in the email to verify your address. A verified email address is required in order to: Receive offline instant messages and group notices Receive offline friend requests Participate in land auctions Receive Marketplace sale notifications by email Log in to the feedback portal to submit your feedback or a bug report Re-sending the verification email If you lose your verification email, or if you wait more than 24 hours before verifying your email address, you can request a new verification code. To request a new verification code: Visit your account summary on the Second Life website. You must log in using the name and password you have selected. Click Change Email Settings on the left side of the page to visit the Change Email Settings page. Next to Your current email address is:, click the Verify link. An email containing a new verification link is sent your your email address. Click the link in the verification email to verify your email address for Second Life.
  7. Jeremy Linden

    Bakes on Mesh

    What is a baked texture and why would I want it on mesh? Major Features Benefits Creating content that supports Bakes on Mesh Wearable and Bake Channels Universal Wearables & Asymmetric Designs Setting a mesh to use baked textures Working with the new channels Working with Animesh Script Support Step-By-Step Example Test Content Known Issues In other languages: Deutsch Español Français Italiano 日本語 Português Bakes on Mesh is a feature to allow system avatar baked textures to be shown on mesh attachments. What is a baked texture and why would I want it on mesh? If you use a standard system avatar, you can wear several texture layers to customize your skin and add tattoos and clothing layers. To save processing time and provide everyone on any system the same view of your appearance, those textures are "baked" by a server into a single combined texture. Before Bakes on Mesh, the only option for custom mesh bodies and body parts to have multiple layers of textures on the same body was to use scripted texture application systems and multiple physical layers. This allows for some interesting effects, including being able to have an asymmetrical tattoo on one arm or leg and not the other. However, there are some drawbacks to this 'onion skin' approach to texture layering. Having more unique layers and unique textures to display on a mesh object uses more system resources than a single textured mesh; there are also typically fewer layers available, making it difficult to stack customizations after the first few layers are occupied. In addition, you would usually need to apply an alpha wearable to the underlying standard avatar body part to hide it so that it doesn't "poke through" or interfere with your mesh body or body part. With bakes on mesh, you can apply system skins and other texture wearables to your avatar directly by simply clicking Wear or Add. The viewer then applies the resulting baked texture to your Bakes on Mesh-enabled mesh body part. The underlying system avatar part is hidden for you automatically so the alpha wearable is not required. You can use different texture wearables with greater flexibility, mixing and matching components to get just the appearance you want. Swap your eyeliner out with ease, add a set of dimples or a splash of freckles, or pop on that cool scar that gives your avatar that extra bit of flare. Any mesh body part that supports Bakes on Mesh will reflect your choices simply by wearing the texture wearable from your inventory. Major Features Any face of a mesh object can be textured using any of the server baked textures. The corresponding region of the system avatar is hidden if any attached mesh is using a baked texture. New texture bake channels have been introduced to give more control over how meshes get textured. A new “universal wearable” is now provided with support for the new texture channels. Benefits Avoid the need for appliers, leading to an easier customization workflow. Avoid the need for onion avatars, leading to fewer meshes and fewer textures at display time. Avoid the need to sell full-perm meshes. The user can customize any mesh that’s set to use Bakes on Mesh by simply equipping the appropriate wearables, without needing to modify the mesh itself. Creating content that supports Bakes on Mesh Wearable and Bake Channels Avatar wearables have traditionally been baked into six different textures (BAKE_HEAD, BAKE_UPPER, BAKE_LOWER, BAKE_EYES, BAKE_SKIRT, BAKE_HAIR) by the baking service. These textures are derived by compositing the corresponding textures in the various wearable items on your avatar. For example, a shirt sets the UPPER texture, and multiple shirts layered together would contribute to the resulting BAKE_UPPER texture. The Bakes on Mesh project added five new bake channels as well: LEFT_ARM_BAKED, LEFT_LEG_BAKED, AUX1_BAKED, AUX2_BAKED, AUX3_BAKED. Unlike the original textures, the system avatar does not use any of these textures. They are purely extensions to allow more control over mesh appearance. LEFT_ARM_BAKED and LEFT_LEG_BAKED are intended to help with making mesh avatars where the left and right limbs have different textures. The AUX channels are general purpose, and could be used for body regions not possessed by system avatars (such as wings) or for other purposes. Altogether this gives 11 possible channels for wearables to use for textures, and for the baking service to produce. Universal Wearables & Asymmetrical Designs New channels aren’t useful unless there is some way to wear items that use those channels To meet this need, a new wearable type called Universal has been added. The Universal wearable has slots corresponding to all 11 of the new and old bake channels. In layering order, universal wearables go above the skin and tattoo wearables, and below all other types of clothing. Asymmetrical Designs The default Second Life UV layer uses a single area for the arm texture which is copied to both the left and right arm. Designers have requested the ability to create content for only one arm for quite some time, and the universal wearables object is designed to make this possible. For example, if you wish to create a tattoo design which only appears on the left arm, you can create a design using the Upper Torso UV map as the basis for your texture. Add your design to the arm area, as usual, but instead of creating a New Tattoo object in the Inventory window, create a New Universal wearable instead. You'll see multiple channels (boxes) to use for your texture. Simply add your design texture to the Left Arm Tattoo channel and your content will be applied only to the left arm of the Baked on Mesh texture when worn. Setting a mesh to use baked textures You can now apply these textures to the diffuse textures of your avatar’s attachments: Right click on the attachment, and click edit and from the edit face menu select textures. Click the diffuse texture icon to open up the texture picker. The texture picker has an extra radio button mode called 'bake' for selecting server bakes. The 'bake' radio button mode has a dropdown for selecting server bake textures. When an attachment is using a baked texture, the corresponding base mesh region of the system avatar is hidden. If a mesh face is set to show a baked texture but is not attached to an avatar, you will see a default baked texture. If you are using an older viewer without Bakes on Mesh support, then faces set to show baked textures will also display as the default baked texture, and base mesh regions will not be hidden. The “fallback” textures for the original bake channels. Viewers that don’t support Bakes on Mesh will show these images in place of the baked textures. You will also see these on any non-attachment objects that are set to use Bakes on Mesh. The new bake channels have similar fallback textures. Working with the new channels The new bake channels are handled a bit differently from the original six. With the original channels like upper body, there are several types of wearables that can affect the contents, and there is always a base layer of skin at the bottom of the texture stack. This means that unless you are using an alpha wearable, your bakes will always be opaque. For the new channels, the only textures are those supplied by any universal wearables you have on, so the resulting bakes can potentially be transparent. Note that this is currently the only way to make the new channels transparent, since there is no "Universal Alpha" wearable (we may add such a wearable in the future). If you want a transparent bake in one of the new channels to be used to make your mesh partially transparent, you will need to set the alpha mode for that face to "Alpha Blending". For example, in this case there is one universal wearable with a transparent ring texture. The texture is applied to the upper body and left arm channels. The alpha mode is set to Alpha Blending. Results: The upper body and right arm are opaque, because there is an opaque skin layer at the bottom of everything. The left arm is transparent and the transparency is applied to making portions of the left arm see-through: With the same outfit, but alpha mode set to None, you would see this. Note that now the left arm is opaque with a fallback color showing under the transparent regions: If you add an additional universal wearable with a suitable opaque skin texture for the left arm channel, you would get this. Now both arms are opaque, regardless of whether alpha mode is set to None or to Alpha Blending: Working with Animesh Animesh objects are treated somewhat differently when attached. Because they have their own skeletons, they are textured independently of the avatar they are attached to. An attached animesh object does not support Bakes on Mesh, and will display any Bakes on Mesh textures using the placeholder textures described above. Script Support Bakes on Mesh works by defining special texture ids corresponding to each of the bake channels. There are corresponding LSL constants for each of the channels, so you can also write a script that enables Bakes on Mesh for a mesh face. The LSL constants are: IMG_USE_BAKED_HEAD IMG_USE_BAKED_UPPER IMG_USE_BAKED_LOWER IMG_USE_BAKED_EYES IMG_USE_BAKED_SKIRT IMG_USE_BAKED_HAIR IMG_USE_BAKED_LEFTARM IMG_USE_BAKED_LEFTLEG IMG_USE_BAKED_AUX1 IMG_USE_BAKED_AUX2 IMG_USE_BAKED_AUX3 These can be used in commands like llSetLinkTexture() or llSetLinkPrimitiveParamsFast() For example: llSetLinkPrimitiveParamsFast(0, [PRIM_TEXTURE, 0, IMG_USE_BAKED_UPPER, <1.0, 1.0, 0.0>, ZERO_VECTOR, 0.0]); would set the first face of a non-linked prim to use the upper body baked texture. Step-By-Step Example Here we will convert a system avatar into a simple mesh avatar that uses bakes on mesh: 1. Log in using a Bakes on Mesh enabled viewer. 2. Enable the Develop menu. If not present, go to Me > Preferences, and in the Advanced tab click Show Develop Menu. 3. In the Develop menu, choose Develop > Avatar > Character Tests > Test Male. You will now see a standard system avatar. 4. You will need a mesh avatar to replace this system avatar. In a web browser, bring up https://jira.secondlife.com/browse/BUG-139234 and download the attached file "aditya_90.dae". 5. In the Second Life Viewer, choose Build > Upload > Model and choose the file "aditya_90.dae". In the upload options, check Include skin weight. Set the model name to "aditya_90". 6. Click calculate weights and fee, then upload. You should now have a mesh model in your inventory called "aditya_90". Attach this to yourself by double clicking it in your inventory. 7. At this point you have a mesh, shown with the white default texture, superimposed on your system avatar. Now we need to convert the mesh to use Bakes on Mesh. This will also hide the system avatar as we go. 8. Right click your avatar and pick edit. In the edit dialog, pick “Select Face”. Click the avatar’s chest to select the upper body. 9. In the Texture tab, click the white texture area. 10. Pick the “Bake” texture option and the “BAKED_UPPER” value in the pulldown. Then click OK. 11. Your avatar should now show the upper body correctly textured without excess white material. What you are seeing is the mesh surface textured with the upper body baked texture. The system avatar for the upper body is hidden. 12. Now repeat the process for the other body regions. Select face on the head area and set it to used BAKED_HEAD Select face for each of the eyes and set them to use BAKED_EYES Select face for the lower body and set it to use BAKED_LOWER 13. Getting all the faces selected and modified correctly is a bit tricky. If something gets messed up just try again with any face that gets messed up. At the end the avatar should look like this: 14. The hair looks wrong because it is an attachment that was not built for this mesh. You can get rid of it by right clicking and choosing Detach. At this point, you have a mesh avatar that’s fully configured to use Bakes on Mesh. You can now customize it the same way you would with the system avatar. For example, take off an item of clothing: Or customize something like eye color using the sliders: If you want to return to the system avatar appearance, just detach the mesh: Test Content There is some example content to help creators who want to get started with Bakes on Mesh: https://jira.secondlife.com/browse/BUG-139234 attached file "Aditya_for_BOM.dae" is an uploadable model file with separate faces for the left arm and left foot, so it can be used with the new left arm and left leg channels. https://jira.secondlife.com/browse/BUG-139234 attached file "aditya_90.dae" is an uploadable model that has the original set of faces defined, corresponding to head, upper body, lower body and so on. Left limbs and right limbs will display using the same textures with this model. Known Issues The following known issues are present in the initial full release of Bakes on Mesh: BUG-225518 "The Bake texture on linked objects is shown with a delay of 5-7 seconds when linked objects are added from the ground". This is a lag in the update of appearance for a newly attached object using Bakes on Mesh textures. BUG-227532 "[BOM] some mesh objects render alphas incorrectly using BAKED_SKIRT when system skirt has a transparent texture in local edit modes". This is a transient graphics issue seen when in local edit mode, when customizing your avatar. Goes away when you leave local edit. BUG-227533 "[BoM] alpha layering errors in local edit mode". Some objects may show incorrect alpha masking behavior in local edit. Goes away when you leave local edit. BUG-227535 "[BoM] Using the skirt channel in a universal wearable breaks the length of any existing system skirt". If your avatar has a system skirt (skirt wearable), and you are using a universal wearable with a skirt channel texture, then the length of the skirt will display incorrectly as maximum length. This is an issue with the baking service rather than the viewer itself. BUG-227537 "[BOM] When Alpha Wearable is applied, BoM attachments with Alpha mode: None turn red". If you make your avatar invisible using an alpha wearable, and then apply this invisible baked texture to an attachment using Bakes on Mesh, you get a solid color, red, shown on the attachment. Probably this should be the base color of the attachment instead. BUG-227536 "[BOM] Avatar does not cast accurate shadow if Alpha mode = Alpha blending". This is a pre-existing issue with alpha blended objects attached to avatars, but may be seen more often with Bakes on Mesh.
  8. Jeremy Linden

    Animated mesh objects (Animesh)

    Getting started with animesh Creating animesh objects Animating animesh objects Advanced animesh topics Editing animesh position and orientation Position and Scale Constraints Animesh building suggestions Animesh attachments Animesh skeleton state and customization Animesh information and displays Animesh FAQ Getting started with animesh Animated mesh (animesh) is a Second Life feature to allow independent objects to use rigged mesh and animations, just as you can with mesh avatars. This means that you can have wild animals, pets, vehicles, scenery features and other objects that play animations. Animesh is supported in all regions of the main grid and on the test grid. Currently animesh works with the default viewer. If you need a place to test animesh content, there are some dedicated test regions at Animesh1 and Animesh2, which are set to moderate maturity, and Animesh Adult, which is intended for adult content. Sample content animation and mesh files to test creating animesh are available for download at the Second Life Jira: BUG-139234. Creating animesh objects The animesh viewer adds one new feature to the UI for editing an in-world object. Right click a rigged mesh object you have permissions to edit and click Edit Select the Features tab Check Animated Mesh to turn the object into an animesh object There are some restrictions: the object must be one you have permissions to modify, it must not exceed the maximum triangle count limit for animesh objects, and you must be in an animesh-enabled region. If any of these condition are not met then the checkbox will not be enabled. Note Rigged mesh refers to a mesh object created in a 3D modeling program like Blender which has rigging, or data that gives the mesh object a skeleton with joints that can move in specific ways. Without rigging, a mesh object is more like a hollow solid sculpture than a flexible, movable creation. Animating animesh objects Simply setting an object to Animated Mesh doesn't get it moving right away -- it needs an animation file and a script which tells that animation to play. Select your animesh object (Right-click > Edit) Open the Content tab Add your animation and your script to play the animation to the animesh object's contents by dragging them from your Inventory into the Contents box Animesh adds three new LSL functions that can be used to run or stop animations, or check which animations are currently running. The commands are: llStartObjectAnimation llStopObjectAnimation llGetObjectAnimationNames For more information on how to use these functions in scripts to use with animesh objects, please click above to visit the Second Life Wiki LSL Portal entry for each one. Advanced animesh topics Editing animesh position and orientation A conventional static mesh object has a position defined when it’s rezzed and an orientation defined when it’s created. An animesh object still has an actual object position in a region, but the displayed mesh is shown at a location determined by its underlying skeleton and currently playing animations. Because of this, the visual location of an animesh object playing an animation may be at some displacement from its "real" position for physics and scripting purposes. Or in simpler terms, the bear object above has a 'fixed' location used for physics and scripts calculations, but its animation may cause it to wiggle around a bit visually. It never actually changes coordinates. The skeleton is positioned relative to the original object as follows: The object position is used as the location for the skeleton root joint. The object orientation matches the root object orientation. If the root object is a mesh, the bind shape matrix will be used. Playing animations can alter the visual position and orientation further by animating the pelvis joint. One result is that animesh objects will normally be oriented with their local X-axis as the forward direction. Static mesh objects are not necessarily created in this orientation, so there may be a change in orientation when an object becomes animesh. However, if the root object of an animesh linkset is a mesh, the bind shape matrix will also be used. This means that if you want your object to be oriented relative to the static mesh representation, you can use an animesh root mesh. If you want your object to have standard X-forward skeleton orientation, you can use a non-mesh root object (for example, a simple invisible prim) and then align your mesh child objects relative to that. Basically, if your static mesh object suddenly faces a different direction when you click Animated Mesh in the Edit window, you may find it helpful to check how the mesh was created originally, or to link your new animesh object to a root object and manipulate it accordingly until it faces the direction you want it to face. Using the Edit > Rotation and Edit > Move settings will adjust an animesh object's forward orientation and actual position (coordinates), but Edit > Scale cannot change the animesh object's skeleton, so the object will not visually change size. Position and Scale Constraints There are some constraints on the scale and positioning of animesh objects. These are intended to maintain consistency with limits on other types of in-world objects (such as conventional prims), and to make the behavior more predictable. There is a 64m scale limit for animesh objects. Objects exceeding this size threshold will be scaled down so their computed bounding box does not exceed 64m. There is a 3m offset limit for animesh objects. Offset is the distance between the "official" location of the static object and the bounding box of the animesh object as displayed. The display location of animesh objects will be constrained to not exceed this limit. These constraints are based on a real-time bounding box maintained for rigged meshes, so they may be triggered at some times and not others depending on the animations being played. For performance reasons the box does not update every frame, so the constraints can lag behind the current appearance slightly. Animesh building suggestions Animesh objects do not have attachments the way avatars do. To combine multiple meshes in a single animesh, you would link them together into a single linkset. If you link together multiple meshes, the original source meshes and any corresponding physics representations can be scattered around multiple locations. The meshes will all still display rigged to a single skeleton, with orientation as noted above. The recommended practice for now is to have a root prim that’s not a rigged mesh, and associate any physics representation with that root prim. The rigged meshes would then be non-physical children of this root. Also note that like rigged meshes on avatars, the rigged meshes in animesh objects are non-physical. The animation process only affects how things display on the viewer, so if you want to have a physics shape that lines up with your animesh object, you will need to manage the positioning and animations accordingly. Animesh attachments Animesh objects can also be attachments on your avatar. Like a conventional static attachment, an animesh attachment will move with the selected attachment point on your avatar, such as your right shoulder or left hand. Animesh attachments can then run animations, which can change their apparent position relative to their attachment point (for example, if the pelvis joint is part of the animation). Like static attachments, animesh attachments can be repositioned using the editing controls. Changing position or rotation will move the attachment relative to its attachment point. Currently, you can have at most one animesh attachment at a time as a Basic or Plus member or two animesh attachments if you are a Premium or Premium Plus member. Animesh Skeleton State and Customization Avatars support extensive customization via sliders. The bones in an avatar skeleton are positioned and scaled based on these customization settings, which are stored mostly in the avatar's shape wearable. Animesh objects do not currently support this type of customization; they do not have shape wearables, so there is no way to do the same kind of skeleton customization for them. The bone positions and scales for an animesh object are simply initialized from the default bone settings (defined in some configuration files that are part of the viewer installation - avatar_skeleton.xml and avatar_lad.xml). These default bone positions and scales can be overridden in the uploaded meshes, using values defined when the meshes were created. This is the same joint position mechanism that rigged meshes can also use to customize avatar positioning. We know there is a lot of interest in supporting more extensive customization of animesh objects, and are hoping to tackle this in a future project. Animesh information and displays Some additional displays are available to help you see the state of animesh objects: In the Advanced menu, the option Performance Tools > Show avatar complexity information shows you the computed complexity cost for avatars. The complexity display only works for avatars and independent animesh objects. Attached animesh objects have their complexity added to the avatar they are attached to, so they are not shown with a complexity display of their own. Show avatar complexity information now works for animesh objects as well and includes additional information as follows: VisTris is the number of currently displayed triangles associated with the object, based on the currently displayed LODs (levels of detail) for its component primitives. EstMaxTris is an estimated triangle count for the most complex LODs of the object; this is the number used to determine whether an object exceeds the triangle count complexity limit for animesh objects. Another updated display is Develop > Render Metadata > Collision skeleton. This will show the collision volumes for animesh objects as well as avatars, with the animesh objects shown a different color: The avatar in the example image has a blue skeleton The animesh bear is shown with a red skeleton In the same menu, Develop > Render Metadata > Joints will show the regular bones in the skeleton of both avatars and animesh objects. Both of the Render Metadata displays have a significant performance impact, so you will probably not want to enable them most of the time. Animesh FAQ What happens if I have an unsupported viewer? If you visit an animesh-enabled region with a non-animesh viewer, you will see animesh objects as non-animated static mesh objects, and animesh attachments as rigged meshes on the host avatar. What happens if I visit unsupported regions and try to use animesh content? This situation should not come up now that animesh support is enabled on the main grid. If you do run into a region, perhaps on the test grid, that lacks animesh support, then animesh objects will not work correctly. Scripts that try to use the new animesh LSL functions will give an error message if run in a non-animesh region. Once you return to an animesh region you may need to reset the script to get it working again. How can report a bug or request new features? Please report the bug using the standard JIRA process, and include [ANIMESH] in the title. How can I engage with other users of animesh? Visit the content creation forum area for animesh: https://community.secondlife.com/forums/forum/354-animesh/. Linden Lab will monitor this area while animesh is under development, and we will try to respond to questions of general interest. Attend the Content Creation User Group meeting, which is held most weeks on Thursday. All are welcome. See the Content Creation User Group Wiki Page for location and schedule information. Will any of my pre-animesh content change? No. Animesh is a new setting for mesh objects. Any content created without that setting should continue to work the same as before. If you see any change in the behavior of non-animesh objects, please report it as a bug. What’s the difference between an animesh attachment and a regular rigged mesh attachment? When should I use one or the other? Animesh attachments have a complete skeleton of their own, so they can move completely independently from your avatar. For example, an animesh fairy could flap its own wings separately from the wings on your avatar (this also means that animations between animesh objects and your own avatar may not be completely in sync, since they are animated independently). An animesh attachment can also become an independent object if it is detached. Regular mesh attachments use your avatar’s skeleton, so if they want to animate any part of your avatar they have to cooperate with other attachments. There are some cases where you could use either an animated attachment or a rigged mesh: if the object uses joints that are not being used for anything else, for example, it animates the wing bones of an avatar that does not have wings, then this could be implemented using either a regular rigged mesh attachment or an animesh attachment. Are there any restrictions on animesh content? The current limits are intended to help manage the performance costs associated with animesh objects: There is a limit to how many animesh objects can be attached to an avatar at one time. Currently this is a maximum of one for Basic and Plus members and two for Premium and Premium Plus members. Animesh objects in-world (ie, not attached to an avatar) will have a land impact that counts against the limits for the region they are in. Currently being animesh adds an additional 15 to the land impact of an object to reflect the extra resources these objects utilize. There is an additional land impact cost of 1.5 per 1,000 charged triangles in the model. All triangles in the highest LOD are charged, but only triangles exceeding a limit are charged in the coarser LODs; there is no LI penalty for LODs as long as each does not exceed half the complexity of the next highest level - for example, if the highest LOD has 10,000 triangles, you could make LODs with no penalty up to 5,000 triangles in the medium LOD, 2,500 in the low LOD, and 1,250 in the lowest LOD. LODs that exceed those limits will be counted against the LI only for any excess above those limits. Animesh objects have a complexity limit based on triangle count. Currently an animesh object can have at most 100,000 triangles in its most detailed LOD. This 100,000 limit is based on estimated triangle count, so the actual number of triangles can often be a bit higher. Attached animesh objects, like other attachments, do not count against land impact. However, they do affect the Avatar Rendering Cost calculations for the avatar they are attached to. The ARC for animesh objects, like the ARC for avatars, incorporates the effects of graphics properties of the mesh objects, and is scaled to be roughly proportional to the land impact - for example, if an animesh object has 50% higher land impact than the corresponding static mesh, then the ARC for that animesh should also be roughly 50% higher.
  9. Jeremy Linden

    Installing Second Life on macOS

    Here is a set of step-by-step instructions on how to install the Second Life Viewer once you have downloaded the Second Life Viewer installer, either through the registration process or from the downloads page: 1. On most web browsers, the Second Life installer appears at the bottom of your browser window immediately after downloading. 2. Right-click the installer in your browser window and choose Open. 3. Drag the Second Life logo onto your Applications folder to begin installation. 4. If you are asked if you want to continue, click Open. 5. Second Life launches automatically when it is finished installing. To log in, enter the username and password you chose during registration, then click the Log In button. 6. If Second Life does not launch automatically, or when you want to launch it at a later time, you can find and launch the Second Life Viewer in your Applications. 7. Your first stop after logging in is Learning Island. Follow the signs and hints to find the exit portal (shown here). Along the way, you will learn how to move your avatar and look around. Once you go through the exit portal, you'll be transported to Social Island where you can meet other Second Life Residents. Note: If you ever need to download the installer again, you can always get the latest version of the Second Life Viewer installer from https://secondlife.com/support/downloads/.
  10. Jeremy Linden

    Installing Second Life on Windows

    Here is a set of step-by-step instructions on how to install the Second Life Viewer once you have downloaded the Second Life Viewer installer, either through the registration process or from the downloads page: 1. On most web browsers, the Second Life installer appears at the bottom of your browser window immediately after downloading. 2. Right-click the installer in your browser window and choose Open. 3. If you are prompted to allow Second Life Setup to make changes to your device, choose Yes. 4. Select a language for the installer and click OK. 5. Choose where to install Second Life on your computer. Click Install to begin the installation. 6. Second Life launches automatically when it is finished installing. To log in, enter the username and password you chose during registration, then click the Log In button. 7. Your first stop after logging in is Learning Island. Follow the signs and hints to find the exit portal (shown here). Along the way, you will learn how to move your avatar and look around. Once you go through the exit portal, you'll be transported to Social Island where you can meet other Second Life Residents. Note: If you ever need to download the installer again, you can always get the latest version of the Second Life Viewer installer from https://secondlife.com/support/downloads/. ⚠️ Some anti-virus programs may cause Second Life to take a long time to install. If your installation seems slow, please be patient and wait for your anti-virus program to finish, at which point the viewer installation should complete normally. If you continue to have difficulty installing the Second Life viewer, please contact Support.
  11. Jeremy Linden

    Land auctions

    Auction requirements Finding a parcel for auction The bidding process Bidding on a parcel What happens next Creating your own auctions In other languages: Deutsch Español Français Italiano 日本語 Português The Land Auctions page is now part of Place Pages. Here you can find a list of Open Auctions, Scheduled Auctions and Recently Closed Auctions. You may browse as much as you'd like without signing up for Second Life. Auction requirements To participate in an auction, you must have an active membership subscription that permits you to own land on the Second Life mainland, such as a Plus, Premium, or Premium Plus membership. Your account must also have a verified email address and a Linden dollar (L$) balance sufficient to make a bid. If you'd like to participate in land auctions, please log into your account on the Second Life website to confirm your email address is verified and that you have a valid membership subscription. Finding a parcel for auction You can click the top of each column of auction results to sort by Name, Size, Leading Bid, # of Bidders, Start Time, End Time or Auction ID. Sort by our desired parameters to help you find a parcel that meets your needs. Once you find a parcel you are interested in, click the listing to visit the parcel’s Place Page. Here you can see additional information, such as the parcel’s maturity rating and region location. It is important to check the parcel’s maturity rating, since this determines who can access your parcel and the types of content that can be located there. You can also click the Visit This Location button to go inworld and check it out. Do you like the location? Does the terrain match your needs? How’s the neighborhood? Just like buying a property in the real world, details matter and may be the key to your happiness! The bidding process Bidding uses an auto-bidding process similar to that used on other auction sites. When an auction is created, the seller sets a minimum bid, a bid increment (a multiple of L$10 between L$10 and L$100), and an end time for the auction. To bid, you must specify the maximum amount of Linden dollars you are willing to bid. If your bid is higher than the current leading bid (or the minimum, if there have not been any bids yet), then the auto-bidding system adds the bid increment amount to the current leading bid until either you or the current leader exceeds their maximum bid; the bidder that remains becomes the new leading bidder at that amount. This is repeated for each new bidder until the auction reaches its end time - at which point the current leading bidder wins the auction. Before you place a bid on a parcel, you must have sufficient Linden dollars (L$) already in your account. You can see your current available account balance shown as Your Balance under the “Place your bid” section. Once you place a successful bid, your maximum bid is immediately taken from your balance and held in escrow until you either win the auction or you are outbid. If you win an auction, the land counts against your land allocation and tier fees. Before you bid, be sure you are comfortable with paying any additional monthly fee ("tiering up") that might be triggered. You can review your land allotment by going to Your Second Life Account. You may bid on land that would put you in a higher tier. The system informs you if winning the auction would modify your tier requirement (note that each auction evaluates this based on your current land holdings; if you are bidding in multiple auctions, the land amounts from the other auctions will not be used in the tier calculation). Groups may not participate in auctions either as buyers or sellers. You must bid as an individual, and the land ownership is set to the winner as an individual. Once the auction is over and the land ownership has changed, you may deed it to a Group like any other parcel, but note that your tier obligation may be affected by even the brief period of individual ownership. Bidding on a parcel Choose the maximum amount of Linden dollars (L$) you are comfortable bidding, then enter your bid and press Submit Bid. Once you place your bid, you’ll see a bid confirmation page: If this is not what you intended to bid or you’ve changed your mind, do not click the Submit button. Close the browser window, go Back in your browser, or click Cancel. If you agree and want to move forward, click Submit to submit your bid. You can now see the Auction Place Page and your bidding status. To view your auctions activity, return to the main auctions page and click View my auction activity. Here you can see any open auctions in which you’re participating and any past auction bids (If some entries appear to be missing, you may be viewing an old version of the page; try clicking your browser's Refresh or Reload button). Once you have bid, you cannot decrease your bid amount. The only way to exit an auction where you are the leading bidder is for someone to outbid you. What happens next During the bidding process you receive email updates when you place a bid, when you are outbid, when someone unsuccessfully bids against you, and (if you are fortunate) when you have won. There can be unpredictable delays in email transmission, so you may want to occasionally visit View my auction activity to check the status of your auctions. If you are the leading bidder, all you have to do is wait for the auction to close. If you placed a maximum winning bid and win the auction for a lower amount, the difference is refunded. If you are outbid, we send you an email and return the escrowed funds to your balance. If you would like to bid again to increase your bid, you can do that through View my auction activity. If that really was the most you were willing to spend, there’s nothing more you need to do. “I’m a winner!” Congratulations, you’ve successfully won your auction! Ownership of the parcel is set to you, the auction winner, within an hour after the end of the auction. If there is a problem with the ownership, contact Second Life Support. You can use the Visit This Location button on your closed auction page to get back to your new parcel. Creating your own auctions As of October 14, 2019, new Resident-to-Resident auctions have been disabled. All existing auctions will be allowed to complete as originally scheduled. For more information, please see the official Second Life Blog and Creating your own auctions. For more information about land auctions in Second Life, please read our Auctions FAQ.
  12. The General Data Protection Regulation (GDPR, for short) is a regulation in European Union law that is designed to give its citizens and residents control over their personal data. Section 5 of Linden Lab's privacy policy: "Your Controls, Rights and Choices" defines how we handle your personal data and your right to access and control that personal data in accordance with GDPR. To exercise control over your personal data, you may: Modify selections on your account preferences pages. Follow unsubscribe instructions provided in communications we send to you. Submit a ticket to support under the category Account Issues > GDPR Request. Send correspondence regarding your requests or the publications or services your no longer wish to receive from us: By email, at: privacy@lindenlab.com. By mail, at: Linden Lab Attention: Privacy 945 Battery Street San Francisco, CA 94111 Note: Once we receive your correspondence, we'll proceed with your request but you may be asked for further information or documentation in order to ensure account security. Please see Linden Lab's Privacy Policy for full details on your rights to access and control of your personal data.
  13. Jeremy Linden

    Auctions FAQ

    Registration May I browse listings without registering for Second Life? How do I register for Second Life? Second Life Auctions and "My Account" Can anyone in Second Life buy land in the auctions? Does the land I win in auction count against my land allocation? Can I bid on land if it would put me in a higher land tier? Can I bid with L$ that I don't have? Bidding How do I bid? How do I increase my bid? Why doesn't my bid show up online after I bid? How will I know if my bid is no longer winning? How will I know if I win? How can I view all bids I've submitted? Why did a bid from earlier today beat my bid? Can I submit a bid offline? What if an auction ends with no bids? Collecting Your New Land How will I know when I can take possession of the land? How do I take possession? Is it possible to avoid tiering up by releasing other land before confirming a new higher tier? Resolving Auction Problems What if I bid in an auction and realize I have made a mistake? Who do I contact if I have a problem? In other languages: Deutsch Español Français Italiano 日本語 Português For a walkthrough of the auctions feature, see Land auctions. Registration May I browse listings without registering for Second Life? You may browse as much as you'd like without signing up for Second Life. In order to bid on an auction, you will need to have an active Premium Second Life account with verified billing information and a verified email address. Please login to Your Account on the Second Life website to verify your email address and upgrade your account to a Premium account today! How do I register for Second Life? Visit Join Second Life to register for a Second Life account; basic account creation is free, so you can explore land before you upgrade. Second Life Auctions and "My Account" Can anyone in Second Life buy land in the auctions? No. Only residents that have Premium memberships are eligible to participate in auctions. Your account must also have a Verified email address and a Linden dollar (L$) balance sufficient to make a bid. Does the land I win in auction count against my land allocation? Yes. Before you bid, be sure you are comfortable with paying any additional monthly fee ("tiering up") that might be triggered. You can review your land allotment by viewing Your Second Life Account. Can I bid on land if it would put me in a higher land tier? Yes. You are automatically assigned to the tier (possibly increasing your monthly billing amount) when you win. The auction will inform you if winning the auction will modify your tier requirement (but note that each auction evaluates this independently; if you are bidding in multiple auctions, they will not take that into account). Can I bid with L$ that I don't have? No. You must have the Linden dollars available in your account at the time of bidding, because if you submit a new high bid, your maximum bid amount is held in escrow until you are either outbid or you win the auction. Bidding How do I bid? After you review the listing information for the item that interests you, click Bid on This Property. Enter your maximum bid, and then click Confirm. How do I increase my bid? To increase your bid, go to My Auction Activity and choose the bid you want to increase. You can only increase your bid if you are not currently the leading bidder. Can I decrease my maximum bid? Once you have bid, you cannot decrease your bid amount. The only way to exit an auction where you are the leading bid is for someone to outbid you. Why doesn't my bid show up online after I bid? My Auction Activity should show your bid as soon as it is entered. If it doesn't appear, you may be viewing an old version of the page. Try clicking your browser's Refresh or Reload buttons. How will I know if my bid is no longer winning? We send you an email and return your escrowed funds when you are outbid. However, there can be unpredictable delays in email transmission. We suggest that you regularly visit our website to check your bidding activity on the My Auction Activity page. How will I know if I win? We will notify you by email if you win. How can I view all bids I've submitted? Go to My Auction Activity page and use the filter to find your previous bids. Why did a bid from earlier today beat my bid? If your maximum bid is for exactly the same amount as some earlier bidder's maximum, the earlier bidder wins (if their maximum is higher, their bid will be increased to your maximum plus the bid increment). Can I submit a bid offline? No. Only online bids can be made. What if an auction ends with no bids? If an auction ends with no bids, the original owner retains ownership of the parcel and is responsible for any tier fees owed on it. Collecting Your New Land How will I know when I can take possession of the land? Ownership of the parcel should be set to the winner within an hour after the end of the auction. If there is a problem with the ownership, contact Customer Support. How do I take possession? The parcel is assigned to you inworld once the auction ends. Is it possible to avoid tiering up by releasing other land before confirming a new higher tier? To avoid the possibility of higher tier charges, reduce your land use prior to participating in an auction. Land won in auction is delivered to the winning account and affects peak land use immediately. Resolving Auction Problems What if I bid in an auction and realize I have made a mistake? Please bid carefully. All bids are final and cannot be cancelled. The only way you can leave an active auction where you have bid is if you are outbid. Who do I contact if I have a problem? You should file a ticket through the Support Portal at Second Life Help.
  14. Jeremy Linden

    Place Pages

    Visiting a Place Page Managing your Place Pages Setting a landing point Hiding a Place Page Using a 360 snapshot as a Hero Image Determining who last edited a Place Page Bulk enabling and disabling Place Pages Want to tell the world about your Second Life land, parcel or region? Now you can with Place Pages, which are Linden-hosted web pages that make it easier than ever to promote and discover your presence in Second Life. Visiting a Place Page To visit a place page, simply click a Place Page URL in the page you’re viewing or paste it into your web browser's address bar. You may also search for a Place Page by entering your search terms into the search bar on the Place Pages front page. While viewing a Place Page, you may learn more about the location, view images and videos, or ultimately visit the location in Second Life by clicking the Visit this location button located on the large image at the top of the page. Note: Upon visiting a place from a Place Page, you appear at either the parcel's landing point or the region's telehub, depending upon whether the Place Page depicts a parcel or a region. If no telehub is set for the region, you appear at the center of the region. Region owners and Estate Managers always appear at the center of their own regions. Place Page features Visit This Location - Click this button to visit the location depicted in the Place Page. Share It - Click to share this place page on Facebook or Twitter. Region Information - Lists information about the Region if this is a Region Place Page, including Name, Owner, Type, Size, and Maturity. Parcel Information - Lists information about the Parcel if this is a Parcel Place Page, including Name, Owner, Type, Size, Maturity, Category, and Region. Report Abuse - Click to file an abuse report against the Place Page. This may be appropriate if the Place Page: is not marked as Mature or Adult content when appropriate, is spam, or infringes your intellectual property rights. View Covenant (optional) - View the Region's covenant in a pop-up frame. This link is available on both Region and Parcel place pages. Upcoming Events (optional) - View and filter a calendar of upcoming events on this land. Click event names to get more details about each event. Items for Sale (optional) - View items currently for sale on the parcel. Click Go next to an item to teleport directly to the item inworld. FOR SALE (optional) - Appears if the land is currently for sale, and lists the sale price. Managing your Place Pages By default, every parcel and region in the Second Life world has a Place Page that is automatically derived from information in the parcel's existing profile. You may edit and embellish a Place Page for any parcel or region you own, or for group-owned parcels for which you have the Toggle 'Show Place in Search' and set category group ability. However, nobody can visit a Place Page unless the parcel's Show Place in Search checkbox is checked in the About Land window. Please note that this is toggled “off” by default, so you’ll need to enable it. To view and edit your place pages: Visit the place pages dashboard at: https://places.secondlife.com and log in using your Second Life credentials. In the upper right of the dashboard, move the mouse over your name and select My Places from the dropdown to view a full list of parcels and regions you own. Choose a region or parcel and click the Edit link next to that land's listing to begin editing the Place Page for that land. Under Details on the Place Page Edit page, fill out the following: Disable this place page - Disables the Place Page so nobody can view it. Show Covenant - Select this box to allow visitors to view the Region's Covenant on your Place Page. Show Items for Sale - Select this box to show items for sale on the parcel, and the inworld location of those items. Sale items may take up to 24 hours to appear on your Place Page. Each sale item must be set to Show in search on the General tab of the object editor window. Items set to Show in search that are not for sale still appear in the list, but are moved to the end of the list and have a cost listed as "Not Available". Show Calendar - Displays an event calendar and a list of upcoming events for the parcel. Visitors can filter events by specific date and click the event's name to learn more about the event. If there are no upcoming events, the calendar and event list are not shown. Title - The title for the Place Page. Typically, this is the name of your land. Tagline - A short, descriptive subtitle, displayed prominently on the "hero" banner at the top of the page. Description - A longer description or profile for the location, displayed below the images on the Place Page. Under the Optional section, you may provide a YouTube link in order to display a video on your Place Page. The Optional section also provides options for you to customize the color of your Place Page's background and font. Under the Hero Image section, choose an image to be the background of the banner at the top of your Place Page. Hero images must be 1980x700 resolution, or else they may be subject to distortion. Under Additional Images, you may choose up to three additional images to display on your Place Page. The images are shown as a slideshow and periodically cycle if not clicked by a user. Additional images must be of 852x486 resolution or they may be subject to distortion. The Region Information section provides statistical information about the land, and cannot be edited in the Place Page Editor. Setting a landing point A landing point is the spot where visitors appear when they teleport to a parcel of land, including teleports that are initiated by clicking the Visit this location button on a place page. Landing points can enhance your visitors' experience by directing them to an appropriate starting location on your land. Because landing points are a property of parcels and are not specific to Place Pages, they can only be set from within the Second Life Viewer and cannot be changed in Place Pages settings. For instructions on how to set the landing point on land that you own, see Managing your parcel - Setting a landing point. Note: When visiting a region's Place Page, visitors appear at the region's telehub. If no telehub is set, they appear at the center of the region. Region owners and Estate Managers always appear at the center of the region, regardless of whether a telehub is set. Hiding a Place Page Place Pages for land parcels are not visible to other Residents unless the land's Show Place in Search checkbox is checked in the About Land window. This box is unchecked by default. You may access the About Land window by visiting the parcel, then choosing World > About land from the top menu bar. If you wish to hide an entire region's Place Page (and Place Pages for all parcels on the region), you may check the Block Land Show in Search checkbox in the Region tab of the Region/Estate window. You may access the Region/Estate window by visiting the region and choosing World > Region/Estate from the top menu bar. Using a 360 snapshot as a Hero Image Note: The 360 snapshot feature is still in a very experimental Project Viewer stage, and is subject to drastic change or removal at any time as development continues. If you have captured a 360 snapshot using the 360 Snapshot Project Viewer, you may upload a captured 360 snapshot in place of your Hero Image: Capture a 360 snapshot to your computer as described in Taking inworld snapshots. Go to https://places.secondlife.com/spherical_zips in your web browser. You must be logged into the Second Life website in order to complete this step. Click the New button, then click Choose File and select the captured 360 snapshot (ending in ".zip") from your computer. Choose one of your places from the Place dropdown. Press the Update button to upload your 360 snapshot to the selected Place Page. An uploaded 360 snapshot replaces the Hero Image for the selected Place Page, allowing visitors to pan around the image for a full 360 degree view of the place where the image was captured. Determining who last edited the Place Page At the very bottom of the Place Page editor is a Last Updated by field that indicates when the page was last edited, and by whom. This can be of use to groups in which multiple officers may have the ability to edit Place Pages for the group's land. Bulk enable and disable Place Pages You can use the Bulk Enable/Disable tool to enable or disable more than one Place Page at a time. To use the Bulk Enable/Disable tool: Visit https://places.secondlife.com/ Click My Places to open a list of your Place Pages. Scroll to the bottom of the page and click the link for Bulk Enable/Disable. On the Bulk Enable/Disable page, you can use the radio buttons in the Edit Status column to Enable or Disable each eligible Place Page. You may use the Enable All or Disable All button to automatically mark all pages accordingly. These changes are not finalized until you click the Update button at the bottom of the page. Click Update to enable and/or disable the marked Place Pages. You are then returned to My Places. Note: To help sort a large number of place paces, you can click the column headings in the Bulk Enable/Disable tool to sort by: Project Name & Description Current Status Edit Status Show in Search You may also use the Search field to look for a specific parcel or set of parcels.
  15. Saving an outfit Re-using an item in multiple outfits The Outfit Gallery Upload a photo Select a photo from your inventory Take a snapshot Wearing a saved outfit Replacing your outfit Adding to your outfit You may save and load many different looks for your avatar by using outfits. An outfit can include everything that makes up your avatar, including but not limited to your shape, skin, hair, clothing, and attachments. You may access your current outfits by choosing Me > Appearance... from the top menu bar in the Second Life Viewer. This opens the Appearance window, which allows you to browse, edit, and save outfits. Saving an outfit You can easily save your current outfit by using the Appearance window: Customize your avatar's appearance to your liking. For tips and helpful information about customizing your avatar, see Controlling your avatar's appearance. Once you've settled on a look, open the Appearance window by choosing Me > Appearance... from the top menu bar of the Second Life Viewer. Press the Save As button to save what you are currently wearing as a new outfit. Choose an appropriate name for your outfit and press the Ok button. If you want to save changes to an existing outfit, you can click that outfit in the Outfit Gallery or My Outfits tab of the Appearance window to select it, then press the triangle next to the Save As button to reveal and click the Save option. Re-using an item in multiple outfits The items in an outfit are actually links to the items in your inventory rather than distinct copies. In addition to reducing overall inventory clutter, this allows you to include no-copy clothing and attachments in many different outfits without having to purchase them more than once. The Outfit Gallery For each outfit, you can select a thumbnail image to help you remember what that outfit looks like. This can be incredibly helpful for Residents who like to maintain many different looks! You can access the Outfit Gallery by choosing Me > Appearance... from the top menu bar of the Second Life Viewer and clicking the Outfit Gallery tab. Every outfit in your inventory is shown in the Outfit Gallery; if you have not yet assigned a thumbnail image to an outfit, it is shown as a folder image with a clothing hanger on it. There are three ways to assign a thumbnail image to one of your outfits: Upload a photo You can upload an image from your computer to be used as the thumbnail for an outfit. The aspect ratio should be 1:1, such as a 256x256 pixel image. Open the Appearance window to the Outfit Gallery tab by choosing Me > Appearance... from the top menu bar of the Second Life Viewer. Right-click the outfit for which you'd like to upload an image and select Upload Photo (L$10). Choose an image file to upload from your computer. The file is uploaded to Second Life and automatically set as the thumbnail for your selected outfit. You can also now access this image in the Textures folder of your Inventory window if you wish to use it again later. Select a photo from your inventory You can select a thumbnail image from your inventory in Second Life rather than uploading or creating a new image. This method is useful if you already have a good image of your outfit in your inventory and you'd like to avoid spending L$10 on uploading a new image or taking a snapshot. Open the Appearance window to the Outfit Gallery tab by choosing Me > Appearance... from the top menu bar. Right-click the outfit for which you'd like to select an image and choose Select Photo. Choose a saved texture or snapshot from the Select Photo window, which automatically opens to the Textures folder of your Second Life inventory, then click OK. The image is set as the thumbnail image for your selected outfit. Take a snapshot You can use the Outfit Gallery to take a specialized snapshot at the correct size and 1:1 aspect ratio for use as an outfit thumbnail. Frame your avatar on the screen as you would like it to appear for the thumbnail image. Open the Appearance window to the Outfit Gallery tab by choosing Me > Appearance from the top menu bar. Right-click the outfit for which you'd like to take a snapshot, then choose Take a Snapshot. The Outfit Snapshot window opens, showing a preview of the snapshot image. If you are unhappy with the way the image looks, you can re-frame the snapshot and press the Refresh button to recapture the preview. Press the Upload (L$10) button to upload your snapshot and set it as the thumbnail for your selected outfit. For additional information and tips on using the snapshot tool in Second Life, see Taking inworld snapshots. Wearing a saved outfit You may either replace or add to your current outfit, depending upon both your current outfit and the outfit you'd like to wear. Replacing your outfit You may replace your current outfit, which means that all parts of your existing avatar are removed and replaced with the saved outfit. This is most useful when your outfit includes a complete set of body shapes, parts, and attachments that may not necessarily work with your current outfit, such as when changing from a human avatar to a creature avatar. To completely remove your current outfit and replace it with one you have saved: Open the Appearance window by choosing Me > Appearance... from the top menu bar of the Second Life Viewer. On the Outfit Gallery or My Outfits tab of the Appearance window, right-click the name of the outfit you wish to wear and choose Wear - Replace Current Outfit to replace your current outfit. Adding to your outfit You may add to your current outfit, which means that the contents of the saved outfit are added to your avatar without removing your previous outfit. This is useful for adding specific clothing parts to your existing outfit, such as an overcoat that includes several avatar attachments. To add an outfit to your current appearance without removing your current outfit: Open the Appearance window by choosing Me > Appearance... from the top menu bar of the Second Life Viewer. On the Outfit Gallery or My Outfits tab of the Appearance window, right-click the name of the outfit you wish to wear and choose Wear - Add to Current Outfit.
  16. Jeremy Linden

    Grandfathered region pricing

    Overview Obtaining grandfathered pricing Region transfers Overview Some older Regions have "grandfathered" or discounted pricing on their monthly maintenance fees. In 2010, we raised the maintenance fees of private Regions to match the increased costs of newer and more powerful server hardware to run new Regions, but allowed existing Region owners to continue paying the original lower monthly rate. While grandfathered pricing was originally a bonus for existing Region owners in 2010, there are options available for those who wish to obtain a grandfathered Region by other means. Obtaining grandfathered pricing Many grandfathered Regions were obtained before February 2010 and have simply retained their original pricing. However, there are ways to obtain a Region with grandfathered pricing, such as a Region transfer or special promotional offer. Region transfers As of November, 2015, you may transfer grandfathered-priced Regions in accordance with the transfer pricing schedule. We are unable to swap the price of a current grandfathered Region with a non-grandfathered Region. Grandfathered pricing stays with the Region for the life of the Region or until it is transferred or converted. If you're interested in purchasing a grandfathered region from another Resident, you can contact our Support team to confirm the region's billing date and its monthly maintenance fee. If a grandfathered Region is abandoned and subsequently reactivated, its maintenance fee is updated to the current monthly rate for its Region type. Limited-time "buy down" event For a limited time in 2016, we offered a chance to "buy down" the maintenance fees on your existing Regions. By paying a one-time fee, you could take advantage of grandfathered maintenance rates for the lifetime of your Region.
  17. Jeremy Linden

    Enhanced Skeleton (Project Bento)

    What is Project Bento? New bones, joints, and attachment points Getting started with Project Bento Creating content for Project Bento Creating mesh content Creating animations Frequently asked questions What do I need in order to use the new joints? What kind of content can take advantage of the new joints? I am using a classic (non-mesh) avatar. Can I use the new joints? How will Project Bento affect my old content? What are the system requirements for Project Bento? What features are available to help troubleshoot issues with my avatar skeleton? Show Bones Reset Skeleton More information about Project Bento In other languages: Deutsch Español Français Italiano Português 日本語 Note: Because Project Bento makes changes to the Second Life avatar skeleton, some avatars (specifically, those using the new joints, bones, and animations allowed by Project Bento) will appear to be distorted or "bunched up" to Residents who are not running the Project Bento Release Candidate Viewer. This is expected during the Release Candidate period and will be resolved once Project Bento leaves Release Candidate status. If you are running the Release Candidate Viewer and still observe a distorted avatar, you can reset your view of the avatar's skeleton by right-clicking the avatar and choosing Reset Skeleton. This resets the skeleton for you only; other Residents in the area (including the distorted avatar) will see no change. What is Project Bento? Project Bento is an extension to the existing avatar skeleton to include many new bones, joints, and attachment points. These new bones support rigging and animation to provide the opportunity for a much wider range of avatar body types, facial expressions, and animations than is currently possible in Second Life. The "classic" (default) Second Life avatar is not changing with the introduction of Project Bento, and all the existing joints in the avatar skeleton have not been altered. This means that all existing avatars and attachments will continue to function as designed and will not need to be updated. However, new mesh avatars and mesh attachments may take full advantage of the new joints and attachment points. New bones, joints, and attachment points A full listing of the new bones and attachment points can be found in the Project Bento Skeleton Guide on the Second Life wiki. A summary of the new bones and attachment points: New limb bones - For wings, additional arms, or extra legs. Tail bones - Include your tail in avatar animations. New hand bones - For finer control over hand animations. New face bones - For complex facial expressions, and animating ears and antennae New attachment points - Associated with the new bones. Accessorize your new limbs! Getting started with Project Bento To get started, you need to download and install the Project Bento Release Candidate Viewer from the Alternate Viewers page on the Second Life Wiki. Third-Party Viewer support for Project Bento will not be available until after Project Bento leaves Release Candidate status and is fully released. Once installed, log into Second Life to upload and test content with the extended avatar skeleton. Tip: To see an avatar's bones in the Second Life Viewer, you can use a new option in the Develop menu: Develop > Avatar > Show Bones. Creating content for Project Bento Creating content for Project Bento is very similar to the current process for creating rigged mesh content. With the addition of more joints, there are some new limitations and differences: Creating mesh content As with all mesh content in Second Life, meshes for Project Bento must be created in an external modeling program such as Maya or Blender. These meshes must be exported as Collada (.dae) files for upload into Second Life. Meshes may be rigged to any of the bones or collision volumes of the avatar skeleton, but may not be rigged to attachment points. Meshes may be rigged to a maximum of 110 joints; this is less than the total number of joints in the new extended avatar skeleton, so you must make sure that your mesh does not list more joints than you are actually weighting to. If you need to rig to more than 110 joints, you need to model in more than one piece such that each piece does not exceed the limit. Meshes may include overrides for the positions of some or all of the included joints to change the shape of the avatar. If you are wearing multiple meshes with different joint position overrides, only one of the meshes is chosen to provide the value for the joint offset. To minimize conflicts, define only as many joint position overrides as you need for each mesh. When uploading, you can choose whether to apply available skin weights and joint position overrides to the uploaded mesh. If skin weight or joint position override information is missing or invalid, these options are ignored. Creating animations Creating animations for the new skeleton in Project Bento is very similar to the process for creating animations for existing avatars, with more joints and a few limitations: Animations may be uploaded in .bvh or .anim formats Animations can be applied only to recognized avatar joints and attachment points, which are defined in "avatar_skeleton.xml". We suggest leaving attachment points unmodified, except for a mesh override so non-rigged attachments will behave as expected. The total size of uploaded animations cannot exceed 120kb For additional information on creating and uploading animations for Second Life, see our Knowledge Base article and our community-maintained wiki page on How to create animations. Frequently asked questions What do I need in order to use the new joints? Project Bento is currently available on the main Second Life grid (Agni) using the Project Bento Release Candidate Viewer. What kind of content can take advantage of the new joints? Mesh avatars and mesh attachments may take advantage of the new joints, and newly uploaded animations are able to move them. I am using a classic (non-mesh) avatar. Can I use the new joints? Classic avatars themselves do not use the new joints, but the joints are available for use by attachments. This means that while classic avatars can't suddenly grow extra limbs or use complex facial animation, they can wear mesh-based attachments that use the new joints and animations, such as wings, tails, or even animated masks. How will Project Bento affect my old content? Project Bento does not affect any existing content in Second Life. All existing avatars and animations should continue to function as they were designed. What are the system requirements for Project Bento? Some older graphics cards and drivers may encounter difficulty rendering the increased number of joints, and you may experience a change in framerate as a result. If possible, upgrade your OS or driver to the latest version. What features are available to help troubleshoot issues with my avatar skeleton? The Second Life Viewer includes some tools to help troubleshoot or fix problems you may encounter with avatar skeletons. Show Bones You can view avatar bones by selecting Develop > Avatar > Show Bones from the top menu bar. If you cannot see the Develop menu, you can enable it by checking Show Develop Menu under the Advanced tab of the Preferences window. While enabled, the Show Bones feature shows avatar bones as colored lines: Red - If there is a joint position defined for the bone. Cyan - If the bone is rigged to at least one mesh. Green - In all other cases. Note that the Show Bones feature can negatively impact the performance of the Second Life viewer and is not intended for routine use. Reset Skeleton When something has gone wrong with an avatar's skeleton or animations, you can reset the avatar's skeleton by right-clicking the avatar and selecting either Reset Skeleton or Reset Skeleton And Animations. Choosing Reset Skeleton restores the avatar to its correct state by resetting it to its default position, then applying the appropriate sliders and joint positions. Choosing Reset Skeleton And Animations resets the avatar's skeleton as described above, and also resets the avatar's animations. When applied to another Resident's avatar, this resets the state of their active animations but does not stop them; no changes will be visible to other Residents. When applied to your own avatar, all animations on your avatar are stopped, and other Residents are able to see the change. Note that Reset Skeleton and Reset Skeleton And Animations affects only your Second Life Viewer and do not affect other Residents (with the exception of stopping animations on your own avatar). More information about Project Bento Follow the discussion on our Creation Forum, or read our initial announcement on the Second Life Blog. For more detailed information on how to test Project Bento and provide feedback, please see Project Bento Testing on the Second Life Wiki. A full list of the new bones and attachment points introduced with Project Bento can be found on the Second Life Wiki, in BentoSkeletonGuide.
  18. Jeremy Linden

    Notifications

    What are notifications? Some actions or events in Second Life can deliver information to you by displaying a notification. A notification is a brief message that appears in the Second Life window and then automatically disappears after several seconds. Some notifications, such as Linden dollar (L$) transaction notices, system messages, friend invitations, and group notices, are saved and may be viewed at any time by pressing the envelope button that appears at the top right corner of the Second Life window. The notifications window The Notifications window allows you to view your notification history. Open it by pressing the envelope button that appears when you receive a new notification. The notifications are sorted into four tabs: System - Displays general notifications, such as inventory transfers and friendship status changes. Transactions - Displays notifications that result from Linden dollar (L$) transactions. Invitations - Displays group invitations. Group - Displays notices from groups you are in. Remember that attachments to group notices still expire after a time. If these attachments are important to you, you should open them as soon as possible. Each notification in the list can be individually expanded or collapsed by clicking the arrow at the bottom right of the listing. You may also use the Collapse all button to collapse any expanded notifications. If a notification requires your input, you may click it in the Notifications window to interact with it. Once you resolve a notification in this way, it is dismissed from the list. You may delete notifications from the list by clicking the x button at the upper right of each listing. Alternatively, you may click the Delete all button to delete all notifications in the current tab.
  19. Jeremy Linden

    Graphics preferences presets

    Creating a graphic preset Loading a graphic preset Deleting a graphic preset It is possible to save one or more arrangements of graphics preferences as presets, which you can then recall or swap at any time from the main Second Life window. This can be useful if you often find yourself in situations that require you to adjust your graphics settings to achieve your desired level of fidelity or performance, such as when taking screenshots or entering a crowded event. Creating a graphic preset Open the Preferences window to the Graphics tab by moving your mouse cursor over the Graphic Preset icon in the upper-right corner of the screen and clicking the Open Graphics Preferences button. Adjust your graphics settings as desired; you may also adjust advanced settings in the Advanced Graphics Preferences window by clicking the Advanced Settings button. When you are satisfied with the graphics settings, click the Save settings as a preset button. In the Save Graphic Preset window that appears, type a name for the preset and press the Save button. Alternatively, you may choose the name of an existing preset to replace that preset with the current settings. The preset now appears in the dropdown menu under the Graphic Preset icon Loading a graphic preset You can easily load a saved graphic preset at any time from the main Second Life window by moving your mouse cursor over the Graphic Preset icon in the upper-right corner of the screen and clicking the name of the graphic preset. This immediately adjusts your graphics preferences to match the settings defined by the preset. You can also load a graphic preset from the Preferences window: Open the Preferences window by choosing Me > Preferences from the top menu bar. Click the Graphics tab of the Preferences window. Click the Load preset button on the Graphics tab of the Preferences window. Choose a preset from the Select a preset dropdown on the Load Graphic Preset window that appears. Click the OK button to load the preset. Deleting a graphic preset You can delete a preset from the Graphics tab of the Preferences window: Open the Preferences window by choosing Me > Preferences from the top menu bar. Click the Graphics tab of the Preferences window. Click the Delete preset button on the Graphics tab of the Preferences window. Choose a preset from the Select a preset dropdown on the Delete Graphic Preset window that appears. Click the Delete button to delete the selected preset.
  20. Jeremy Linden

    Avatar Rendering Complexity

    What is Avatar Rendering Complexity How can I determine the complexity of my avatar? Why are some avatars solid colors and what is a JellyDoll? How can I find out if the complexity of my avatar is too high? How can I examine complexity values? How can I reduce lag while still drawing other avatars? In other languages: Deutsch Español Français Italiano 日本語 Português Pусский What is Avatar Rendering Complexity? Avatar Rendering Complexity is a numerical score representing how difficult it is to draw an avatar, ranging from a few hundred to hundreds of thousands. It is affected by your avatar's shape, clothing, and attachments. Since avatars are some of the most visually detailed objects in Second Life, avatars with complexity scores at the upper end of the range can severely impact performance of the Second Life Viewer. Being aware of your own complexity and that of those around you can be an important part of managing the performance of your viewer and how your avatar affects the performance of other Second Life Residents. How can I determine the complexity of my avatar? Whenever you change what your avatar is wearing, or add or remove one of your avatar's attachments, a small notice appears in the upper right corner of your screen to tell you your avatar's new complexity value. If you don't mind that other Residents may not see your avatar and you wish to stop receiving these notices, you can disable the message Warn me if my avatar complexity may be too high in the Notifications tab of the Preferences window, which may be accessed by choosing Me > Preferences. Why are some avatars solid colors and what is a JellyDoll? Avatars can be rendered as solid-colored silhouettes (a special form of impostor we call a JellyDoll) if they exceed the avatar complexity threshold set by the Maximum Avatar Complexity slider in the Advanced Graphics Preferences window. This greatly reduces that amount of work your computer must perform in order to draw complex avatars, resulting in improved performance. The default value of Maximum complexity is determined by your computer's specifications and what graphics level you choose, but can be adjusted manually in the Advanced Graphics Preferences window: Open the Preferences window by choosing Me > Preferences from the top menu bar. Click the Graphics tab of the preferences window. Adjust the Avatar Maximum Complexity slider to your preferred threshold. You may move the slider all the way to the right to make the threshold unlimited. There are other uncommon factors that can cause an avatar to be rendered as a JellyDoll, discussed in How can I examine complexity values? You may also check the Always Render Friends box to always render your friends fully, regardless of the complexity of their avatars. If there are other specific avatars you want fully rendered even if they are over your limit, you can right click them and select Always Render Fully. This specific allowance is only valid for the duration of your Second Life session, so you will need to re-apply it each time you log in. Your own avatar is always rendered fully, even if you are over your own maximum complexity threshold. ✏️ Tip: Some older avatars using the "transparent box" method of covering a system avatar may disappear completely if their avatar is above a viewer's maximum complexity. If you're unsure why someone may be invisible, right-clicking on their avatar nameplate and choosing Always Render Fully should resolve the problem. How can I find out if the complexity of my avatar is too high? When some of the people around you see you as a JellyDoll, their viewer reports that information to Second Life's servers. The servers in turn send you a message to let you know whether or not you are being fully rendered by the Residents around you. This message appears as a notification that also includes your avatar's complexity score, and is updated when one of the factors changes significantly. No specific information is provided to you about which Residents are able to render your avatar, or what their maximum complexity settings are. How can I examine complexity values? You can view the complexity scores of avatars around you by activating a feature from the Advanced menu. To use this feature, choose Advanced > Performance Tools > Show avatar complexity information from the top menu bar. This displays three values as floating text above each avatar: Complexity - The numerical complexity score of the avatar. Rank - How close the avatar is to your camera. The closest is "1", next closest is "2", etc... Attachment surface area, in square meters - This value can, uncommonly, cause an avatar to be shown as a JellyDoll. Each value is color coded from green to red to indicate how it relates to your own limits (values well under your limit are green, values at or over your limit are shown as red and may be in bold font). Values shown in gray are ones for which you have no limit, such as the complexity score of your own avatar. This feature does not tell you how the complexity of your avatar relates to the limits set by those around you. There is no absolute "good" or "bad" value for complexity; just a relationship between each avatar's complexity and the limits of those who are viewing it at any one time. How can I reduce lag while still drawing other avatars? You can reduce the performance impact of complex avatars without resorting to JellyDolls. The setting Max. # of non-impostors controls the number of avatars nearest to your camera that will be fully rendered; any avatars beyond that number will be drawn as an Impostor. An impostor is drawn with fewer lighting and texture effects, making them look less realistic (some people describe it as looking like a cardboard cutout). Impostors are also updated less frequently, which means their animations will not look as smooth as a fully rendered avatar. Drawing more distant avatars as impostors does not improve performance as dramatically as the maximum complexity threshold, but looks better because the impostor avatars retain their visual appearance rather than becoming a solid-colored JellyDoll. You can use both methods together by setting your maximum complexity threshold fairly high, so that it affects only the most expensive avatars, while setting the maximum number of non-impostors so that only avatars nearest you are drawn in full 3D detail. To access the Max. # of non-impostors slider: Choose Me > Preferences from the top menu bar. Click the Graphics tab on the Preferences window. Click the Advanced Settings button in the Graphics tab to open the Advanced Graphics Preferences window. Find and adjust the Max. # of non-impostors slider in the Avatar section.
  21. 他の言語 ストアを作成する 販売するアイテムを掲載する マーケットプレイスのリストウィンドウ バージョンフォルダ 在庫フォルダ 新しいリストを作成する 掲載アイテムのバージョンを変更する リストに関連付けられたアイテムを変更する ストアをプレビューする 購入者にアイテムを配達する サードパーティ製ビューワ開発者向けリソースリソース この記事では、 Second Life マーケットプレイスでマーチャントになるための基本事項について説明します。既にこれらの手順をよくご存知の場合は、自分のビジネスを目立たせるためのヒントについて「 商品を売り込む方法 」をご覧ください。または、「 マーケットプレイスストアを管理する」をご覧ください。 ストアを作成する マーチャントになるための最初の手順は、Second Life マーケットプレイスにあなたのストアを作成することです。 ストアはあなたが販売用に掲載したアイテムをお客様が参照して、購入する場所です。 購入が行われると、アイテムは Second Life の購入者の持ち物に直接配達され、売上げがリンデンドル(L$)残高に追加されます。 ストアを作成するには: Second Life アカウントを作成してから少なくとも 5 日間経過しており、支払情報が登録されていることを確認します。 任意のマーケットプレイスページの右上にある「 マーケットプレイス 」をクリックし、「 ストアを作成」をクリックします。 マーケットプレイスの利用規約 をよく読み、「Second Lffe マーケットプレイスの料金と掲載に関するポリシーに同意します」をチェックし、 下にスクロールして最下部にある「続ける」をクリックします 。 (オプション) ストアをより魅力的にし、簡単に見つけられるように、ストアプロフィールをカスタマイズします。 アイテムをマーケットプレイスの Web サイトにアップロードする前に、Second Life ビューアを再起動してください。 販売するアイテムを掲載する マーケットプレイスストアを作成して、Second Life ビューワを再起動したら、マーケットプレイスのリストウィンドウを使用して、ストアの在庫を管理できます。 販売するアイテムを掲載する前に、必ず Second Life の次の所有者の権限をよく理解してください。これらの権限により、アイテムを販売した後に行なわれるオブジェクトのコピーや再配布の方法を管理できます。 マーケットプレイスのリストウィンドウ ビデオチュートリアル: リスト、バージョンフォルダ、在庫フォルダについて マーケットプレイスのリストウィンドウは、Second Life マーケットプレイスストアのすべての在庫を管理できる Second Life インベントリの拡張機能です。 インベントリウィンドウからマーケットプレイスのリストウィンドウにアイテムをドラッグアンドドロップすることにより、すぐに新しいリストの設定を開始して、既存の商品の更新バージョンを追加することができ、マーケットプレイスストアのアイテムをリストに加えたり、リストから外すこともできます。 Second Life ビューワの上部にあるメニューバーから「 ミー」 > 「マーケットプレイスのリスト」を選択して、マーケットプレイスのリストウィンドウにアクセスできます。 バージョンフォルダ 各「マーケットプレイスのリスト」フォルダには 1 つ以上のバージョンフォルダがあり、 このフォルダで新しいリストを作成することなく、更新されたバージョンの商品 を簡単に管理できます。 バージョンフォルダは、次のように標準のインベントリフォルダに 3 本の線が入った表示になります: 。 1 つのリストに付き一度に 1 つのバージョンフォルダのみ有効にできます。顧客があなたのアイテムを購入すると、顧客は有効なバージョンフォルダのコピー とその中身を受け取ります。 マーケットプレイスのリストの バージョンフォルダを有効にするには、該当するバージョンフォルダを右クリックして、「有効にする」を選択します。 リストフォルダに含まれるバージョンフォルダが 1 つのみの場合、自動的に有効になります。 現在、有効なバージョンフォルダは、「(有効)」と表示されます。 注: オブジェクトを通常のインベントリからバージョンフォルダにドラッグ する場合、オブジェクトはコピーされるのではなく、 移動します。 つまり、オブジェクトはメインインベントリに表示されなくなり、それぞれのバージョンフォルダから削除すると、永久に失われます。 代わりに、インベントリのアイテム を右クリックし、「 マーケットプレイスのリストにコピー」を選択して、アイテムをインベントリからマーケットプレイスのリストウィンドウにコピーできます。 在庫フォルダ マーケットプレイスのリストウィンドウを使用して、コピー不可アイテムの限定数の在庫を販売できます。 マーケットプレイスのリストウィンドウにドラッグするコピー不可アイテムは自動的に 在庫フォルダに置かれます。 在庫フォルダは、次のように標準のインベントリフォルダに四角形が格子状に並んだ表示になります: 。 在庫フォルダには名前の隣にフォルダに含まれるアイテム数も表示されます。 たとえば、「木箱サンプル (在庫=7)」などのように表示されます。 各在庫 フォルダはバージョンフォルダ内にあり、在庫フォルダ内に多数のアイテムがあっても、リスト内の 単一のアイテムの販売を表します。 たとえば、有効な バージョンフォルダ がコピー可能なノートカード と 25 個のコピー不可オブジェクトを含む在庫フォルダ で構成される場合、各顧客は在庫フォルダにアイテムが残らなくなるまで、在庫フォルダからノートカードのコピー 1 つ とランダムに選択したオブジェクト 1 つ を受け取ります。 在庫フォルダ内のコピー不可アイテムは、同じタイプのインベントリでなければなりませんが、名前は違っていてもかまいません。 たとえば、数量限定アイテムでオブジェクト名に複数の数字が書き込まれる場合がありますが、それでも 同じ在庫フォルダから販売できます。 限定数量のコピー可アイテムは該当する リストフィールドを使って販売できますが、 在庫フォルダから利用可能なアイテムの数量はフォルダ内のアイテム数によって決まり、在庫数 リストフィールドを使って変更できません。 在庫フォルダにコピー不可アイテムがなくなると、マーケットプレイスのリストから外され、 アイテムを追加するように警告する電子メール が送られます。 新しいリストを作成する ビデオチュートリアル: 新しいリストを作成する 以下の手順に従って、Second Life マーケットプレイスで新しい商品のリストを作成します。 上のメニューバーから「 ミー」 > 「マーケットプレイスのリスト」を選択して、Second Life ビューワでマーケットプレイスのリストウィンドウを開きます。 上のメニューバーから「 ミー」 > 「インベントリ 」を選択して、インベントリウィンドウを開きます。 商品をインベントリウィンドウからマーケットプレイスのリストウィンドウの「フォルダをここにドロップして新規リストを作成」セクションにドラッグします。これで商品は「 関連付けされていない」タブに表示されます。 「 すべて」または「 関連付けされていない」タブで、商品を含むリストを右クリックして、「 リストを作成」を選択します。 フォルダは、「 未掲載」タブに移動し、リスト番号が表示されます。 「 すべて」または「 未掲載」タブの下で、 リストフォルダ の下に 1 つのバージョンフォルダが自動的に有効になります。 リストフォルダまたはバージョンフォルダを右クリックし、「 リストを編集」を選択して、マーケットプレイス Web サイトで必要なリストフィールドを入力します。 必要なリストフィールドに情報を入力する前に、商品をリストに掲載しようとすると、まだ入力が必要なフィールドを説明するエラーメッセージが表示されます。「更新」ボタンを クリック して、リストを保存します。 マーケットプレイスのリストウィンドウの「すべて」または「 未掲載」タブで、リストフォルダを右クリックし、「 リスト」を選択して、Second Life マーケットプレイスに商品を掲載します。 まだ、マーケットプレイス Web サイトでアイテムをリストに加えたり、リストから外すことができます。 掲載アイテムのバージョンを変更する ビデオチュートリアル: リストの更新 マーケットプレイスのリストに掲載された商品を更新する場合、古いバージョンを削除せずに、新しいバージョンのアイテムを追加して簡単にリストを更新できます。 上のメニューバーから「 ミー」 > 「マーケットプレイスのリスト」を選択して、Second Life ビューワでマーケットプレイスのリストウィンドウを開きます。 上のメニューバーから「 ミー」 > 「インベントリ 」を選択して、インベントリウィンドウを開きます。 更新した商品をインベントリウィンドウから、マーケットプレイスのその商品のリストフォルダにドラッグします。これで、更新された商品を含む、まだ有効にされていない新しいバージョンのフォルダが作成されます。 新しいフォルダを右クリックし、「有効にする」を選択して、そのフォルダをそのリストの 有効なバージョンのフォルダにします。 関連付けられたマーケットプレイスのリストを使用したすべての販売では、商品は有効なフォルダから提供されます。 旧バージョンの商品を販売したい場合は、旧バージョンの商品のバージョンフォルダを右クリックし、「 有効にする」をクリックすることで、いつでもリストを元に戻すことができます。 リストに関連付けられたアイテムを変更する ビデオチュートリアル:リストの移行、エラーの確認 ごくまれに、マーケットプレイスのリストに関連付けられたアイテムを完全に変更する必要がある場合があります。リストに関連付けられたアイテムを変更する必要がある場合の一番の理由は、リストに関連付けられた インベントリフォルダを削除し、アイテムを既存のリストに関連付け直す必要がある場合です。 リストフォルダを既存のマーケットプレイスのリストに関連付けるには: Second Life ビューワで、「 ミー」 > 「マーケットプレイスのリスト」を選択します。 既存のリストの隣の括弧内のリスト番号を確認します。 たとえば、「 木箱サンプル (3757)」などのように表示されます。 マーケットプレイスのリストウィンドウで「関連付けられていない」タブをクリックします。 関連付けし直すアイテムを右クリックし、「 リストの関連付け」を選択します。 表示されるリストの関連付けウィンドウで既存のリストのリスト ID を入力して、「 OK」をクリックします。 マーケットプレイスの既存のアイテム (もしあれば) が関連付けられていないアイテムに置き換えられます。 この方法でリストに関連付けられているアイテムを変更すると、有効なバージョンフォルダを置き換えているため、アイテムがリストから外されます。 新しい バージョンフォルダを有効にして、アイテムを「新規リストの作成」で説明したとおりに再度リストに入れます。 ストアをプレビューする 少なくとも 1 つ のアイテムを掲載すると、ストアをプレビューできるようになります。 マーケットプレイス Web サイトで、「 マーケットプレイス 」 > 「 マイストア」に移動します。 ストアはこのようにカスタマーの画面に表示されますが、カスタマーの視点で確認するために Alt アカウントを使用してマーケットプレイスを閲覧するのも有益です。 重要: Moderate または Adult コンテンツとして掲載したアイテムをストアで表示するには、検索時に「 レーティング区画を表示」を「 General、Moderate、Adult」に 設定してください。 購入者にアイテムを配達する マーケットプレイスでは、アイテムは自動的に配達されます。 ただし、配達システムでエラーが発生し、カスタマーへの配達の途中でアイテムを紛失してしまうことがあります。そのような場合には、 簡単にアイテムを配達し直すことができます。 サードパーティ製ビューワ開発者向けリソースリソース サードパーティ製ビューワ の開発者を対象にした 2 つの API wiki サイトがあります。 以下の API ドキュメントは、マーケットプレイスの機能をサードパーティのビューワに組み込む開発者には役立ちますが、ほとんどのマーケットプレイスマーチャントやその顧客には不要な内容です。 VMM 用マーケットプレイス API AIS V3 API
  22. table { border-collapse: collapse; width: 100%; } th, td { text-align: left; padding: 8px; } tr:nth-child(even) {background-color: #f2f2f2;} Update: As of June 6, 2016, Turkish Second Life Residents are unable to use PayPal to process credit on their US dollar balances. It is, however, still possible for Turkish Residents to make purchases or to process credit using Skrill. For more information about PayPal's suspension of operations in Turkey, please visit PayPal's website (in Turkish). This article lists payment options available to Residents from the 50 most active countries in Second Life. If your country is not listed here, you can always use a credit card or check PayPal's website and Skrill's website for information about the countries they service. See our article about Billing for additional information about payments and billing for Second Life. Country PayPal Skrill Credit Card Argentina Yes paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Australia Yes POLi paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Austria Yes EPS/Netpay Payolution Skrill Direct SOFORT paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Belgium Yes SOFORT paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Brazil Yes Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Canada Yes paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Chile Yes Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron China Yes Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Colombia Yes Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Croatia Yes paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Czech Republic Yes paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Denmark Yes Trustly paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Ecuador Yes Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Egypt Yes Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Finland Yes Paytrail Trustly paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron France Yes Skrill Direct SOFORT paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Germany Yes ELV Giropay Payolution Skrill Direct SOFORT Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Greece Yes paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Hungary Yes Skrill Direct paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron India Yes Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Indonesia Yes Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Ireland Yes paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Israel Yes Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Italy Yes Skrill Direct SOFORT Trustly paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Japan Yes Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Korea South Yes Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Malaysia Yes Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Mexico Yes paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Netherlands Yes iDEAL SOFORT paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron New Zealand Yes Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Norway Yes paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Peru Yes paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Philippines Yes Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Poland Yes Przelewy24 SOFORT Trustly paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Portugal Yes paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Puerto Rico Yes paysafecard (find local retailers here) Visa American Express MasterCard JCB Diners Club Discover Romania Yes paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Russia Yes Yandex Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Saudi Arabia Yes Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Singapore Yes eNETS Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron South Africa Yes Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Spain Yes Skrill Direct SOFORT Trustly paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Sweden Yes Trustly paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Switzerland Yes Payolution SOFORT paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Turkey Yes paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Ukraine Yes Yandex Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron United Kingdom Yes Skrill Direct SOFORT paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron United States Yes paysafecard (find local retailers here) Visa American Express MasterCard JCB Diners Club Discover Uruguay Yes paysafecard (find local retailers here) Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron Venezuela Yes Visa American Express MasterCard Delta Online JCB Diners Club Visa Electron
  23. マーケットプレイスのリストウィンドウ バージョンフォルダ 在庫フォルダ 新規リストの作成 リスト揭載商品のバージョン更新 リストに関連付けられたアイテムの變更 マジックボックスまたはマーチャントアウトボックスリストのリスト ID の檢索 ビデオチュートリアルシリーズ ダイレクトデリバリーまたはマジックボックスからビューワ管理マーケットプレイスへの移行 サードパーティ製ビューワ開発者向けリソース 他の言語: English Deutsch Français Español Português 新しいビューワ管理マーケットプレイス機能を利用すれば、Second Life ビューワを使って Second Life マーケットプレイスの在庫を簡單に管理できます。商品をマーチャントアウトボックスやマジックボックスにロードする必要がなくなる代わりに、在庫から直接販賣されます。今回のアップデートでの變更點を以下にいくつかご紹介します。 マーケットプレイスのリストウィンドウ マーケットプレイスのリストウィンドウは、Second Life マーケットプレイスストアのすべての在庫を管理できる Second Life インベントリの擴張機能です。インベントリウィンドウからマーケットプレイスのリストウィンドウにアイテムをドラッグアンドドロップすることにより、すぐに新しいリストの設定を開始して、既存の商品の更新バージョンを追加することができ、マーケットプレイスストアの商品をリストに加えたり、リストから外すこともできます。Second Life ビューワの上のメニューバーから「ミー」 > 「マーケットプレイスのリスト」を選擇して、マーケットプレイスのリストウィンドウにアクセスできます。 バージョンフォルダ 各「マーケットプレイスのリスト」フォルダには 1 つ以上のバージョンフォルダがあり、このフォルダで新しいリストを作成することなく、更新されたバージョンの商品を簡單に管理できます。バージョンフォルダは、次のように標準のインベントリフォルダに 3 本の線が入った表示になります ()。1 つのリストに付き一度に 1 つのバージョンフォルダのみ有效にできます。顧客があなたの商品を購入すると、顧客は有效なバージョンフォルダのコピーとその中身を受け取ります。 マーケットプレイスのリストのバージョンフォルダを有效にするには、該當するバージョンフォルダを右クリックして、「有效にする」を選擇します。リストフォルダに含まれるバージョンフォルダが 1 つのみの場合、自動的に有效になります。現在、有效なバージョンフォルダは、「(有效)」と表示されます。 注: オブジェクトを通常のインベントリからバージョンフォルダにドラッグする場合、オブジェクトはコピーされるのではなく、移動します。つまり、オブジェクトはメインインベントリに表示されなくなり、それぞれのバージョンフォルダから削除すると、オブジェクトは永久に失われます。 代わりに、インベントリのアイテムを右クリックし、「マーケットプレイスのリストにコピー」を選擇して、アイテムをインベントリからマーケットプレイスのリストウィンドウにコピーできます。 在庫フォルダ マーケットプレイスのリストウィンドウを使用して、數量の限定されたコピー不可アイテムの在庫を販賣できます。マーケットプレイスのリストウィンドウにドラッグするコピー不可アイテムは自動的に在庫フォルダに置かれます。在庫フォルダは、次のように標準のインベントリフォルダに四角形が格子狀に並んだ表示になります ()。在庫フォルダには名前の隣にフォルダに含まれるアイテム數も表示されます。たとえば、「木箱サンプル (在庫=7)」などのように表示されます。 各在庫フォルダはバージョンフォルダ內にあり、在庫フォルダ內に多數のアイテムがあっても、リスト內の單一のアイテムの販賣を表します。たとえば、有效なバージョンフォルダがコピー可能なノートカードと 25 個のコピー不可オブジェクトを含む在庫フォルダで構成される場合、各顧客は在庫フォルダにアイテムが殘らなくなるまで、在庫フォルダからノートカードのコピー 1 つとランダムに選擇されたオブジェクト 1 つを受け取ります。 在庫フォルダ內のコピー不可アイテムは、同じタイプのインベントリでなければなりませんが、名前は違っていてもかまいません。たとえば、數量限定アイテムでオブジェクト名にシリアル番號が書き込まれる場合がありますが、それでも同じ在庫フォルダから販賣できます。 限定數量のコピー可アイテムは該當するリストフィールドを使って販賣できますが、販賣できる在庫フォルダのアイテム數はフォルダ內のアイテムの數によって決まり、在庫數リストフィールドを使って變更することはできません。 在庫フォルダにコピー不可アイテムがなくなると、マーケットプレイスのリストから外され、アイテムを追加するように警告するメールが送られます。 新規リストの作成 以下の手順に從って、Second Life マーケットプレイスで新しい商品のリストを作成します。 上のメニューバーから「ミー」 > 「マーケットプレイスのリスト」を選擇して、Second Life ビューワでマーケットプレイスのリストウィンドウを開きます。 上のメニューバーから「ミー」 > 「インベントリ」を選擇して、インベントリウィンドウを開きます。 商品をインベントリウィンドウからマーケットプレイスのリストウィンドウの「フォルダをここにドロップして新規リストを作成」セクションにドラッグします。これで商品は「関連付けされていない」タブに表示されます。 「すべて」または「関連付けされていない」タブで、商品を含むリストを右クリックして、「リストを作成」を選擇します。フォルダは、「リストから削除濟み」タブに移動し、リスト番號が表示されます。 「すべて」または「リストから削除濟み」タブで、リストフォルダ內の 1 つのバージョンフォルダ () が自動的に有效になります。 リストフォルダまたはバージョンフォルダを右クリックし、「リストを編集」を選擇して、マーケットプレイス Web サイトで必要なリストフィールドを入力します。必要なリストフィールドに情報を入力する前に、商品をリストに揭載しようとすると、まだ入力が必要なフィールドを説明するエラーメッセージが表示されます。「更新」ボタンをクリックして、リストを保存します。 マーケットプレイスのリストウィンドウの「すべて」または「リストから削除濟み」タブで、リストフォルダを右クリックし、「リスト」を選擇して、Second Life マーケットプレイスに商品を揭載します。さらに、マーケットプレイス Web サイトでアイテムをリストに加えたり、リストから外すことができます。 リスト揭載商品のバージョン更新 マーケットプレイスのリストに揭載された商品を更新する場合、古いバージョンを削除せずに、新しいバージョンの商品を追加して簡單にリストを更新できます。 上のメニューバーから「ミー」 > 「マーケットプレイスのリスト」を選擇して、Second Life ビューワでマーケットプレイスのリストウィンドウを開きます。 上のメニュー バーから「ミー」 > 「インベントリ」を選擇して、インベントリウィンドウを開きます。 更新した商品をインベントリウィンドウから、マーケットプレイスのその製品のリストフォルダにドラッグします。これで、更新された商品を含む、まだ有效にされていない新しいバージョンのフォルダが作成されます。 新しいフォルダを右クリックし、「有效にする」を選擇して、このフォルダをそのリストの有效なバージョンのフォルダにします。関連付けられたマーケットプレイスのリストを使用したすべての販賣では、商品は有效なフォルダから提供されます。 舊バージョンの商品を販賣したい場合は、舊バージョンの商品のバージョンフォルダを右クリックし、有效にする」をクリックすることで、いつでもリストを舊バージョンに戾すことができます。 リストに関連付けられたアイテムの變更 ごくまれに、マーケットプレイスのリストに関連付けられたアイテムを完全に變更する必要がある場合があります。リストに関連付けられたアイテムを變更する必要がある場合の最もよくある理由は次のとおりです。 間違って、リストに関連付けられたインベントリフォルダを削除し、アイテムを既存のリストに再関連付けする必要がある場合。 マジックボックスやマーチャントアウトボックスなどの以前のマーケットプレイスのデリバリーシステムから手動で移行する場合。マーチャントアウトボックスのリストは隨時、ビューワ管理マーケットプレイスに自動的に移行されますが、マジックボックスのリストは手動で移行する必要があります。 リストフォルダを既存のマーケットプレイスのリストと関連付けるには: Second Life ビューワで、「ミー」 > 「マーケットプレイスのリスト」を選擇します。 既存のリストの隣の括弧內のリスト番號を確認します。たとえば、「木箱サンプル (3757)」などのように表示されます。マーチャントアウトボックスやマジックボックスのリストについては、マジックボックスまたはマーチャントアウトボックスリストのリスト ID の檢索を參照してください。 マーケットプレイスのリストウィンドウで「関連付けられていない」タブをクリックします。 リストに関連付けたいアイテムを右クリックし、「リストを関連付ける」を選擇します。 表示されるリストの関連付けウィンドウで既存のリストのリスト ID を入力して、「OK」をクリックします。 マーケットプレイスの既存のアイテム (存在する場合) が関連付けられていないアイテムに置き換えられます。 この方法でリストに関連付けられているアイテムを變更すると、有效なバージョンフォルダを置き換えているため、アイテムがリストから外されます。新しいバージョンフォルダを有效にして、アイテムを「リストの作成」で説明したとおりに再度リストに入れます。 マジックボックスまたはマーチャントアウトボックスリストのリスト ID の檢索 新しいアイテムを既存のマジックボックスまたはマーチャントアウトボックスのリストに関連付けて、アイテムをマーケットプレイスのリストウィンドウに移行できるようにします。このプロセスは、この古いリストのリスト ID を檢出するために Second Life マーケットプレイス Web サイトのリストの URL を參照しなければならない以外は、上記とほとんど同じです。 リスト ID は Second Life マーケットプレイスのアイテムリストの URL の最後のスラッシュ (/) の後にあります。たとえば、https://marketplace.secondlife.com/p/Example-Crate/2632864にある商品のリスト ID は「2632864」です。 リストのインベントリが存在せず、リストページがない場合でも、マーケットプレイス Web サイトでマーチャントホームのアイテムの隣の「アクション」 > 「編集」を選擇して、リスト ID にアクセスすることができます。この方法でリスト ID にアクセスする場合、ID は URL で「edit」という語の前の最後の數字になります。たとえば、編集リンクがhttps://marketplace.secondlife.com/merchants/310298/store/products/2632864/edit?のオブジェクトのリスト ID は「2632864」です。 ビデオチュートリアルシリーズ ビューワ管理マーケットプレイス機能に関する基本情報を紹介する一連のビデオを用意しています。下のリンクをクリックして、YouTube でこれらのビデオチュートリアルをご覧ください。 Second Life ビューワ管理マーケットプレイス パート 1 - リスト、バージョンフォルダ、在庫フォルダについて Second Life ビューワ管理マーケットプレイス パート 2 - 新規リストの作成 Second Life ビューワ管理マーケットプレイス パート 3 - リストの更新 Second Life ビューワ管理マーケットプレイス パート 4 - リストの移行、エラーの確認 ダイレクトデリバリーまたはマジックボックスからビューワ管理マーケットプレイスへの移行 ビューワ管理マーケットプレイスのベータは 1 か月間以上提供される予定です。ベータ期間の終了後の移行手順は次のとおりです。 すべてのマーチャントに對してベータが公開された約 1 か月後に、ベータ期間が終了します。 ビューワ管理マーケットプレイスの完全リリースの約 1 週間後に、ダイレクトデリバリーリストの自動移行が開始されます。マジックボックスリストは、リストに関連付けられたアイテムの變更の説明どおりに手動で移行する必要があります。 移行の完了後に、Xstreet とマジックボックスはシャットダウンされます。 前述のリストに関連付けられたアイテムの變更で説明したとおり、インベントリをダイレクトデリバリーまたはマジックボックスから手動で移行できます。マジックボックスリストは、手動で移行する必要がありますが、ダイレクトデリバリーリストは、警告が十分に示されるともに自動的に移行されます。 リストを自動的に移行することを選擇すると、リストフォルダとバージョンフォルダが自動的に作成されます。これら 2 つのフォルダは、リストに表示される「SL オブジェクト名」に從って名前が付けられます。 自動移行中、リストへの變更を防ぐ必要があります。ストア內のアイテムは移行期間中でも購入できますが、移行處理中のアイテムは購入できなくなります。 リストが移行される正確な日付または時刻は提供できませんが、移行の開始時と完了時にアラートを通知します。移行は、トラフィックが最も少ない時間帶である 9:00 PM ~ 9:00 AM (太平洋標準時間) に行なう予定です。 サードパーティ製ビューワ開発者向けリソース サードパーティ製ビューワの開発者を對象にした 2 つの API wiki サイトがあります。以下の API ドキュメントは、ビューワ管理マーケットプレイスをサードパーティのビューワに組み込む開発者には役立ちますが、ほとんどのマーケットプレイスマーチャントやその顧客には不要な內容です。 VMM 用マーケットプレイス API AIS V3 API
  24. Wearing clothing and body parts from your inventory Wearing multiple layers of clothing Editing clothing and body parts Controlling avatar physics How to set avatar physics properties Hiding or turning off avatar physics movement Frequently asked questions Can other people make my body parts bounce? How do I make sure enhanced avatar physics doesn't slow down my computer? I can't get my avatar to look the way I want. Are there suggested settings? Why don't my attachments move with my breasts, belly, or butt? In other languages: Deutsch Español Français Italiano 日本語 Português Русский You can customize nearly any aspect of your avatar's appearance in creative ways, allowing for an infinite variety of styles and forms. Wearing clothing and body parts from your inventory The simplest way to change your avatar's appearance is to wear a new piece of clothing or body part from your inventory. Click the Appearance button on the left side of the Viewer window. The APPEARANCE window opens. Click the WEARING tab to see your current outfit. Click the Edit Wrench button at the top of the window to enter the appearance editing mode. Click the Add More... button to open a list of available clothing in your inventory. You may use the Clothing dropdown menu to filter by clothing type, or the Search button to filter by clothing name. Select a piece of clothing and click the Wear Item button to add it to your avatar. Any existing clothing of the same type is replaced. Tip: One quick way to see everything you're wearing is to search in your Inventory for "(WORN". (The open bracket is important, because different things are attached to different places; this catches them all.) You can also right-click your avatar and select Edit My Outfit to see items you're wearing divided by category: Clothing, Attachments and Body Parts. To remove a piece of clothing or an attachment, select it in the outfit editor and click the Close icon that appears next to it. You may use these same procedures to change your avatar's body parts (eyes, hair, shape, and skin) or attachments; just expand the Attachments or Body Parts list instead of the Clothing list. Note: Some body parts, such as your avatar's shape, can never be removed but may be replaced. Wearing multiple layers of clothing It is possible to wear multiple layers of the same type of clothing at the same time; for instance, you may wish to wear three different shirts or two pairs of gloves. To add a new layer over your existing piece of clothing, click Add More..., right-click the new piece of clothing and choose Wear Item. The new piece of clothing is then overlaid onto the existing clothing without replacing it. For information on how to wear multiple attachments at the same attachment point, see Avatar attachments. Editing clothing and body parts You may edit any currently-worn clothing or body part on your avatar, provided that you have appropriate permissions on the selected item. To edit a piece of clothing or body part: Click the Appearance button on the left side of the Viewer window.The APPEARANCE window opens. Click the WEARING tab to view your currently-worn outfit. Click the Edit Wrench at the top of the window to enter appearance editing mode. Select a piece of Clothing or one of your Body Parts and click the corresponding Edit Wrench to begin editing that item. Use the sliders to adjust the item's physical parameters to your liking. If available, choose a Fabric texture from your inventory or a Color/Tint from the provided swatch. When editing your avatar's shape (listed under Body Parts), you may choose its gender from the radio buttons at the top of the window. Tip: Only clothing and body parts can be edited with the appearance editor; to edit attachments you must use the Build Tools. You can also create your own original clothing. Controlling avatar physics Set avatar physics properties to customize the way your avatar's breasts, belly, and butt bounce and sway in response to your avatar's movements. You can make the effect subtle and realistic, or wild and crazy -- whatever you want. This feature is sometimes referred to as enhanced avatar physics. The following video shows identical avatars all using Enhanced Avatar Physics, but at different levels -- low/mid (left), high (middle), and off (right): If you don't want this feature to affect your avatar, don't worry -- you don't need to do anything to keep your avatar the same as it's always been. Your avatar won't move any differently unless you put on a physics wearable item, as described below. How to set avatar physics properties To add enhanced avatar physics to your avatar: Open the My Appearance side panel tab. Click the Gear icon at the bottom. Select New Clothes > New Physics. Click the body part parameter you want to change. Note: If your avatar is male, you can only modify your belly and butt. Move the sliders to change the parameters for the body part. Tip: Click the ? at the top right to learn what each slider does. Repeat steps 4 and 5 for each body part parameter you want to change. At the top, enter a name for this set of physics parameters. Click the Save button at the top when you've finished. You are now wearing an enhanced avatar physics item. As you jump, crouch, dance, or move around, your avatar's breasts, belly, and butt bounce and sway the way you specified. Tip: If you start your avatar dancing before you create or edit your physics item, your avatar will continue to dance, and you can see the effect of your changes as you make them. You can wear, take off, edit, and create physics items like any other clothing item, except that you can only wear one physics item at a time. To learn more about using clothing items, see Editing your appearance. Hiding or turning off avatar physics movement If you don't want to see any avatar physics movement, including your own, you can disable it in your Viewer: Open the Me > Preferences > Graphics tab. Click Advanced. Move the Avatar Physics slider to the lowest setting. This only prevents your Viewer from showing you avatar physics movement. If you disable avatar physics in your Viewer but your avatar is using a physics item, others can still see your avatar physics movement in their Viewers. If you don't want others to see your avatar physics movement: Don't wear a physics item, or Wear a physics item, but set the slider for every Max Effect setting to 0. Frequently asked questions Can other people make my body parts bounce? No, absolutely not. That's one of the great things about this feature: you have complete control over how you appear to others. If you don't want your body parts to bounce or sway, you don't need to do anything to turn the feature off -- unless you choose to wear a physics item, you'll look the same as you did before . How do I make sure enhanced avatar physics doesn't slow down my computer? If you think Enhanced Avatar Physics is causing lag, you can control the frequency of avatar physics-related updates: Open the Me > Preferences > Graphics tab. Click Advanced. Move the Avatar Physics slider to the desired setting. A lower setting decreases the update frequency, so avatar physics movement will be jerkier. A higher setting makes movement smoother but may decrease performance. The lowest setting turns off Enhanced Avatar Physics. I can't get my avatar to look the way I want. Are there suggested settings? We don't have suggested settings, because avatar physics is all about customizing your avatar's appearance in the way you want. However, since Enhanced Avatar Physics is a wearable item, there is an opportunity for clothing designers to offer physics wearables with customized settings and behavior. Watch the Marketplace for Enhanced Avatar Physics wearables! Why don't my attachments move with my breasts, belly, or butt? This is a technical limitation. There is currently no way to create an attachment point that moves with your breasts, belly, or butt, so attachments can only move with your internal avatar skeleton.
  25. Jeremy Linden

    Marketplace Keywords FAQ

    What types of keywords should I use on my listing? Am I allowed to use keywords for other items in my store? Am I allowed to use profanity in my keywords? I tried to activate my listing but I am being told that there is banned text, what do I do? I found the word that is causing the banned text message but I do not think it should be a banned word. The Second Life Marketplace allows you to define a set of keywords for each of your listings in order to help customers find your products. These keywords are subject to all rules regarding maturity ratings and the Second Life terms of service; keywords that violate these rules may result in your item's removal from the Marketplace. Here are some common questions regarding keywords on the Second Life Marketplace: What types of keywords should I use on my listing? Keywords should be appropriate to the item being sold in the listing. Am I allowed to use keywords for other items in my store? No. Keywords should be about the item being sold in that listing only. Am I allowed to use profanity in my keywords? Yes, but your listing must be set to the Adult Maturity Rating when using any profanity in the listing. This includes the listing title, the name of the product as shown in the Content Tab, description, keywords, images, and in the name of your store. I tried to activate my listing but I am being told that there is banned text, what do I do? Some text is banned because it is not permitted in Second Life. If you have this banned text in your listing, your listing may be prevented from being activated on the Marketplace. Ensure that you are not using text or words that are not permitted, including but not limited to, any references to age-play, gambling, or brand names. I found the word that is causing the banned text message but I do not think it should be a banned word. Please submit a Support Case so that the issue can be escalated and investigated.
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