nyuuzyou/wikis huggingface dataset:
Avatar body size

===Body size===
Second Life has a concept internally of something called “body size”. This is not the same as the actual avatar height, but it is used as an approximation to the avatar height for purposes of positioning the avatar vertically. If you are designing avatars or animations and are having problems with the vertical position of your avatar, the body size calculation may be useful to know about. 
===How it works===
* Body size is computed periodically for your avatar, and is used to try to position your avatar vertically.
* Body size is computed based on the position and scale of a subset of the avatar’s bones. It does not consider the rotation of any bones, so the actual pose of the avatar is irrelevant to the computed body size. The computation is an idealized approximation that assumes the avatar is completely upright, which works fairly well for humans who are standing up straight, but less well for other types of avatars or other poses.
* Changes to the position or scale of these bones affect the vertical positioning of the avatar, so if you are having problems maintaining a consistent vertical position, you may want to make sure that none of these are changing.
* The most common way this could cause problems with avatar vertical positioning would be if your avatar is running an animation that affects the position of one of the relevant bones. Bone scales can also change, but only as a result of shape editing, so such changes are less common.
* The following bones are used for the body size calculation:
** mPelvis
** mSkull
** mNeck
** mChest
** mHead
** mTorso
** mHipLeft
** mKneeLeft
** mAnkleLeft
** mFootLeft
* Only the Z dimension (height) of the body is updated based on the state of the above bones. Body size is also computed for X and Y, but these values never change. The X dimension (width) is always 0.60m, and the Y dimension (depth) is always 0.45m.
Avatars United

Avatars United (AU) is a social networking platform for multiple virtual worlds, built on OpenSocial standardized architecture. AU was developed by Enemy Unknown AB in 2007 and acquired by Linden Research, Inc. in 2010.
The Second Life Community was introduced to AU via a blog post on 01/29/2010 by M Linden and followed by an update on 02/08/2010 by Callen Linden.
Residents that sign up with AU can connect, interact and share experiences by sending messages, blogging, discussing topics, uploading photos and videos and also join or create groups and organize inworld events.
AU provides Residents and Groups with a unique URL, which can be added to your inworld Second Life profile using the Web Tab or Parcel media settings.
Residents can customize their AU profile by updating the Avatar Information categories, upload a profile picture and add Applications (e.g. Blogs, Photos, Shoutbox). Although backgrounds and themes can be changed or created, some items require purchase using AU Coins. To purchase or earn AU Coins select Account > Wallet > Get Coins.
As of 16 February 2010, 8501 Residents have created an AU profile and 1672 group-pages have been created.
An AU user is organized by the server they belong to, called “worlds” on the website and each world, currently 90 virtual worlds are supported, has a dedicated page. The Main grid of Second Life is referred to 'The Grid Worldwide' within AU.
Avatarsteuerung: Wie gehe oder renne ich?

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==Wie bewege ich meinen Avatar?==
===Gehen:===
 
===Immer Rennen===
===Klick-Klick-Halten zum Rennen (Doppelklick-Rennen)===
Falls Sie nicht „immer rennen“ möchten, gibt es die Möglichkeit, Ihren Avatar mit Hilfe Ihrer Pfeiltasten gehen oder rennen zu lassen. Doppelklicken Sie Ihren Aufwärts-Pfeil und halten Sie diesen gedrückt, um zu rennen. Klicken und halten Sie den Aufwärts-Pfeil erneut, um zu gehen. Dieses Feature lässt die Bewegungen Ihres Avatars realistischer erscheinen.
====Wie aktiviere ich das Doppelklick-Rennen?====
Rufen Sie Ihr Advanced-Menü auf. Drücken Sie auf Ihrer Tastatur oder .
Auf einem Mac drücken Sie .
 
Um Doppelklick-Rennen abzuschalten: Vom Advanced-Menü wählen Sie „Character“ und klicken Sie noch einmal auf „Tap-Tap-Hold To Run“.
Añadir tierra a un grupo

==== Unirse o crear un grupo ====
Si no lo has hecho ya, necesitas unirte al grupo al que quieres añadir tierra, o crear un grupo. Nota: Necesitarás al menos 2 personas para crear el grupo.
==== Ajustar la contribución a la tierra ====
Selecciona Edit/Groups desde la barra de menú. Una lista de los grupos a los que perteneces aparecerá.
Resalta el grupo al que quieres hacer la donación para luego hacer click en el botón de información. Se abrirá la ventana de información del grupo.
Click en la pestaña de tierra.
En tu casilla de contribución, introduce la cantidad que quieres donar y haz click en el botón de ajustar contribución. 
Click Ok.
==== Añadir terrenos a un grupo ====
Vete al terreno y haz click con el botón derecho en él. Selecciona "About Land" en el menú que te sale.
Click en la pestaña General.
Click en el botón de ajuste, al lado del nombre del grupo. Una lista de grupos aparecerá.
Selecciona el grupo que quieres y click en ajustar.
Selecciona la casilla "Allow Deed to Group" y haz click en el botón "Deed" (añadir).
Si obtienes un error que dice "your group does not have enough land credits", primero revisa que hallas seleccionado el grupo correcto y que hallas asignado suficiente tierra en el paso anterior.
==== Problemas conocidos ====
Si tienes una parcela puesta a nombre de un solo propietario y que va a ser tierra de grupo (group land), a veces hay un problema al asignar al grupo la tierra, el sistema lo ve como si el usuario estuviera intentando poseer el doble de tierra, contrariamente a intentar cambiar su asignación. En este caso manda un email a support@lindenlab.com para asistencia.
== Contribución/Contributor ==
* Agarash Salsman
Category:Text from In-world Notecards (Spanish)
BDSM

Bondage & Discipline/Dominance & Submission/Sadism & Masochism (BDSM) in the context of Second Life means restraint of an avatar by some means, generally in the context of sexual roleplay. This can include use of scripted objects or builds, as well as animations. Bondage is related to fetish and BDSM activities in general.
== Related Links ==
* LSL Protocol/Restrained Life Relay/Introduction
* Adult content
* Collar
* Wikipedia: BDSM
Category:Adult
BDSM/hu

Fogság, fegyelem, Szadizmus Mazochizmus.Second Life-on belül igen elterjedt, mely az avatar valamilyen gátolásának felel meg szexuális szerepjáték céljából. Ez lehetséges scriptelt tárgyakkal ugyanúgy, mint animációkkal. BDSM fétisként szerepel itt is, mint általában.
== További linkek ==
* LSL Protocol/Restrained Life Relay/Introduction
* Felnőtt tartalom
* Nyakörv
* Wikipedia: BDSM
Category:Adult
BVH Frame Rate

Theoretically, BVH animations for use in Second Life can have a frame rate between 1 and 1092 FPS (frames per second). Internally, the time that a key frame is displayed is stored as a unsigned short (a 16-bit integer), which has 65536 unique values (including 0). Animations can be up to 60 seconds long. For each key frame to have a unique value for the time it's displayed:
FPS = 65536/60
It's important to understand that the FPS of a BVH animation only indicates how often the motion is sampled, not the number of images that will be shown when they are played.
The advantage of using a low frame rate is smaller animation files, which transfer to viewers faster. You need not worry that the animation will appear choppy. The viewer will smoothly interpolate between the key frames on computers with a display FPS higher than the FPS of your animation. That said, 60 second animations at 45 FPS are smaller than most textures.
The advantage of using a high frame rate is more detail can be recorded. While Second Life lossily compresses animations, the motions dropped are so subtle as to be imperceptible.
The following is a table of frame rates with desirable qualities.
Frame Rate	Factors 	Factor Of
5 	prime 	5 10 45 60 360
6 	2 3 	60 360
8 	2 4 	360
9 	3 	45 360
10 	2 5 	10 60 360
12 	2 3 4 6 	60 360
15 	3 5 	45 60 360
18 	2 3 6 9 	360
20 	2 4 5 10 	60 360
24 	2 3 4 6 8 12 	360
30 	2 3 5 6 10 15 	60 360
36 	2 3 4 6 9 12 18	360
40 	2 4 5 8 10 20 	360
45 	3 5 9 15 	45 360
A frame rate with many factors is desirable. It is also desirable that the frame rate be a factor of numbers you often need to divide.
Numbers Second Life animators might want to divide:
* 5 - pelvis offset limit in meters
* 10 - pelvis offset axis length in meters
* 60 - animation length limit in seconds; seconds in a minute; minutes in a hour
* 360 - degrees in a circle
This makes it easy to place key frames such that the time and space is evenly divided, which is something animators often need to do.
You might find it easiest to place your key frames at 15 FPS.
Category:LSL_Animation
BVH Hip Location Limits

The values for hip location can range from -196.8504 to 196.8504 along each axis. Each axis is 10 meters long. This means you can move an avatar from its origin up to 5 meters in any direction.
The reason for the strange input to output relationship is Linden Lab decided to use inches as a measure of distance in animations, while everything else in Second Life is metric. Since 1 inch = 0.0254 meters, 5 meters/0.0254 meters per inch = 196.8504 inches from origin.
Be aware that you normally want to use a sit target, instead of hip location, to precisely place avatars. Sit targets can be adjusted without paying another upload fee, unlike hip locations in animations.
Animating hip location is useful when you need to depict the avatar moving, when it is, in reality, sitting still. A practical example would be a Electric Slide animation for a dance poseball, where you would use it for the side-to-side motion.
You will probably have to experiment with your BVH exporter to get it to match the in-world behavior, since it most likely does not use inches.
== See Also ==
*Suggested BVH Hip Y Locations
*LlSitTarget
*Sit Target tools
Category:LSL_Animation
BVH Reference Frame

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The first frame of a BVH file isn't displayed. It's used to determine which joints the animation controls.
==Widespread Falsehoods About the First Frame==
* It must not be changed or 'bad things' (almost never specified) will happen.
:In fact, you usually do have to edit the first frame to properly control what joints the animation affects. Animations should rarely influence all joints.
* Any joint with a non-zero value in the first frame will be animated.
:If the values in the first and second frame differ for a joint, that joint will be animated. If you use the same non-zero values in the first and second frame for a joint, that joint will not be animated!
==You've Got a Bad Hip?==
Both the position and the rotation of the hip joint are relative to the values in the first frame.
All other joint rotations are absolute. That means, except for the hip, it's safe to use any value you please in the first frame to create a difference between it and the second frame, to indicate a joint should be animated.
Relative hip position and rotation has the potential to be very aggravating, since all other animation programs display absolute positions and rotations. That means you might not see the same thing in Second Life that you see in your animation program. I would argue this is a bug, but it appears to be deliberate.
When in doubt use <0.0, 42.100, 0.0> for hip position, and <0.0, 0.0, 0.0> for hip rotation, in the first frame. If you want the hip to be animated, you will still need to make the position or rotation (either one will suffice, it does not need to be both) differ between the first and second frame. That does mean it's impossible to make a animation where the hip isn't moved and is perfectly upright (either one alone is possible).
Category:LSL_Animation
Babbage Microcontinent

Babbage (or A034 on its temporary name) is a Microcontinent, situated at Coordinates 630-633/1002-1004, Grid Sector F10, Far West Ocean.
== Overall ==
Babbage is a steampunk community.
== Geography ==
It is made of 10 sims. Altitude is not high, in fact the place is a large plain. Water is present and there are docks in South, but they are not large enough for big ships. Overall landscape is of an urban place. The entire microcontinent is a town, except for the most Northern sim. There are many industrial areas.
An interesting thing is that in some place there is eternal night with smog in the air. In other place, there is eternal day, but with sky full of dark clouds, while in the most Northern sim, sky is blue and there is eternal day.
== Transportation ==
There is a large network of roads and paths, like in any big city. There are even a few water channels that might be navigable for boats. The bigest surprise is the presence of Babbage Railway, a suspended rail that goes through the city.
== Land Status ==
Land is owned by a single estate. Protected Land and Inhabited Land exist. there is also land for sale.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
Babbage Railway
Babbage Railway

Babbage Railway is a transportation system available throughout Babbage Microcontinent. It is highly developed and provides access to 9 of the 10 sims that form the microcontinent.
== Tracks ==
Rail is not as wide as the Heterocera railways and it doesn't use the same 'Guide' system for trains. In fact, it is more a tram line then a railway. In many places, rail is suspended. The bridges are not modern, they are made with steampunk arhitecture and iluminated with gas lights. There are also a lot of smaller bridges over water channels and even a long metalic bridge in Western industrial areas. In many places, there are also tunnels. These tunnels are not built to pass through hills, but to pass through buildings. Also, there is a place where the rail goes through a destroyed building. Many times, rails are built near streats.
Stations are frequent and at small distances one to the next one. Not all stations have buildings, the vast majority have only a 'tram stop' sign.
== Rail structure ==
The railway is made of two independent sectors: Palisade Line and Port Line. Palisade Line is very complex and it includes 3 smaller branches. The central part is a double rail. There are two large stations in the center of the rail system. This line has two depots. Port Line is shorter, simple and with no second branches, with a depot. Both lines are very close in a point, but tracks are not in contact.
== Transportation ==
A classic Heterocera train cannot use these tracks (cannot find the 'Guide' and is too wide for the tunnels). Even so, almost all rail can be considered a rezz zone. Objects and vehicles can be rezzed anywhere.
Automated transportation is present. There are trams that travel along all branches. They have a very low speed, unlike the Heterocera automated trains, close to the speed an avatar walks. You don't need to wait much for a tram to come.
== Technical Data ==
The numbers below are distance measurements in km. Estimated maximum error is 5%.
Palisade main line:
 Babbage Canals: 0.00
 Babbage Square Cross: 0.34
 Babbage Palisade Station: 0.51
 Babbage Palisade North: 0.69
 The Fells: 1.07
Palisade South East line:
 Babbage Square: 0.00
 Babbage Square East: 0.12
 Port Babbage: 0.25
Palisade South West Line:
 Babbage Square: 0.00
 New Babbage East: 0.09
 New Babbage: 0.15
 New Babbage West: 0.20
Palisade North East line:
 Babbage Palisade Station: 0.00
 Babbage Palisade East: 0.15
 Academy Of Industry: 0.36
 Academy East: 0.48
Port Line (not connected with Palisade rail system):
 Clockhaven: 0.00
 Port Babbage East: 0.18
 Port Babbage South: 0.41
 Babbage Square: 0.59
 Babbage Canals: 0.70
 Babbage Canals End: 0.92
*Total connected railway: 2.00
*Total unconnected railway: 0.92
Total railway network: 2.92 km.
 
== See Also ==
Second Life Geography
List Of Railways
Ban

Forbidding entry to a parcel, region or estate.
A ban can also refer to a permanent termination of a (Teen) Second Life account (which can only be done by Linden Lab and might be a consequence of Terms of Service and/or Community Standards violation).
== Banlist ==
The list of those banned from an area, by use of a script, or by Landban that otherwise allows visitors. 
== Banlines ==
Lines of floating red letters spelling out “no entry” that appears on the boundaries of a land parcel that your avatar is not allowed to enter. Ban lines are limited to a height of 5000 m above the terrain mesh when you're explicitly banned from the land. If the parcel is simply not pubic access or restricted to certain Residents/groups, then the lines go up to 50 m above the terrain mesh.
== Teleport Rules for Banned Avatars ==
Teleporting to a parcel from which you are banned (either explicitly or because the parcel is not public) will send you to the closest spot in the region you're allowed to access. Teleporting to a region from which you are banned (either explicitly or because the estate is not public) will fail, with the error message "You are banned from the region."
== Related Links ==
* Old Knowledge Base articles:
**Guide to Freezing, Banning and Ejecting
**What are the parcel ban and access heights?
**Linden_Lab_Official:Who are Lindens?
**How do I get some privacy in Second Life?
Base2Dec

This function converts a number to decimal from any base (up to 16). Its parameters are the number to be converted, and the base to convert from.
integer sbBase2Dec(string strNumber, integer intBase) {
 string strDigits = "0123456789abcdef";
 integer intDigit = -llStringLength(strNumber);
 integer intReturn = 0;
 while(intDigit)
 intReturn = (intReturn * intBase) + llSubStringIndex(strDigits, llGetSubString(strNumber, intDigit, intDigit++));
 return intReturn;
}
BaseN

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This script allows you to make maximum use of available bits in strings for transport or storage in memory. By being able to code integers into the usable space of UTF-8 and UTF-16.
Note that this script does not code to the same standards such as Base64, but instead maps dynamically to the usable code points as allowed by Linden Lab.
For the LSL Implementation the scripts' primary functions are:
string Compress( integer Bytes, list Input );
list Decompress( integer Bytes, string Encrypted );
For the PHP Implementation:
function BaseN_Enc( $Bytes, $Input );
function BaseN_Dec( $Bytes, $Encrypted );
The Bytes parameter specifies how many bytes each encoded string character should use. The most efficient seems to be using only a single byte. -1 is useful for the PHP Implementation if a HTTP Request returns using the charset ISO-8859-1 to encode in a better ratio.
Base conoscenza italiano

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Benvenuti alla Base conoscenza in italiano di Second Life!
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 Ora che hai fatto i primi passi, approfondisci le tue conoscenze qui.
* Come posso aggiungere qualcuno al mio elenco di Contatti
* Disponibile a breve
Terreni
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Informazioni su come acquistare, personalizzare e gestire i terreni. 
* Come faccio ad acquistare del terreno
* Come posso trovare terreno da acquistare
* Comprare terreno in Vendita terreni
* Tipi di regioni private
* Terra abbandonata
Domande frequenti
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Risposte alle domande più frequenti.
* Domande frequenti su AvaLine
* Domande frequenti sull'IVA
* Domande frequenti da nuovi proprietari di terreno
* Domande frequenti sull'addebito per regioni private
* Domande frequenti sull'addebito per regioni private e proprietà immobiliari	
Dollari Linden
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Informazioni sulla valuta di Second Life e sulle transazioni nel mondo virtuale.
* Disponibile a breve
* Disponibile a breve
Avatar
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Che cosa può fare il mio avatar? 
* Come posso usare la chat
* Come faccio a teletrasportarmi
* Disponibile a breve
* Disponibile a breve
Costruzioni e pagamenti
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 Temi riguardanti le costruzioni e i pagamenti
* Pagare per Regioni private e questioni speciali con PayPal 
* Pagamento tramite bonifico
* Fatturazione per ordini speciali di terreno in Second Life
Category: Base conoscenza italiano (Deprecato)
Base de conocimientos

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¡Bienvenidos a la Base de conocimientos de SL en español!
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 Ahora que ya tienes una cuenta, puedes empezar a aprender algunas cosas prácticas
*Guía de inicio rápido
* ¿Cómo se añade a alguien a la lista de contactos?
Terrenos
¿Quieres comprar, alquilar o modificar terrenos y no sabes cómo? Las páginas a continuación te pueden ayudar.
* ¿Cómo se buscan terrenos para comprar?
* ¿Cómo se compra un terreno?
* Compras en la Tienda de terrenos
* FAQ para propietarios principiantes
* Tipos de regiones privadas
* FAQ sobre las regiones privadas (islas)
Pagos y facturación
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¿Tienes preguntas específicas sobre facturación? Puede que encuentres tus respuestas aquí.
* FAQ sobre la facturación de las regiones privadas y los estados
* Facturas para pedidos especiales en Second Life
* Pago de regiones privadas y cuestiones relacionadas con el uso de Paypal
* FAQ sobre el Impuesto sobre el Valor Añadido (IVA)	
Dólares Linden
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Aprende a cómo efectuar transacciones en Second Life.
* Información sobre transferencias bancarias
Avatares
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¿Qué puedo hacer con mi avatar?
* ¿Cómo se usa la función de chat?
* ¿Cómo funciona el teleporte?
Cuestiones legales
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 Todo lo relacionado con temas legales, reglamentos y seguridad
* Calificación según el tipo de contenidos
* Una visión general de la seguridad en Second Life 
Temas varios
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 Otros temas de Second Life
* FAQ sobre el servicio AvaLine: Dial an Avatar
Category:Base de conocimientos (Obsoleto)