[sldev] Predefined animations
Tateru Nino
tateru.nino at gmail.com
Fri Dec 14 09:10:03 PST 2007
Lawson English wrote:
> Robin Cornelius wrote:
>> On Dec 14, 2007 3:34 PM, alexander treptow
>> <alexander.treptow at zweitgeist.com> wrote:
>>
>>> Hi,
>>> does anyone knows where to find the predefined animations, like walk,
>>> clap, cheer and so on? Are they in the viewer source or do i get them
>>> from server.
>>>
>>>
>>
>> They are assets on the server in the same way textures and sound
>> files are.
>>
>> Some default assets are included in the artwork bundle. Not sure which
>> ones but there is a good chance some default anims are there too which
>> would save them being downloaded for every viewer.
>>
>>
>>> If i only get them from server, how can i create my own predefined
>>> animations in C code or how can i run LSL code in the viewer without
>>> notifying the server.
>>>
>>
>> What do you want to do, are you attempting to test animations on real
>> avatars before uploading? if so use the beta grid. Why do you not want
>> to notify the server?
>>
>> You can't really create new predefined animations because if you hack
>> that only you would see it. You can override any of the default
>> animations in world with appropriate script and animations to hand.
>>
>>
>>
>> Robin
>>
> In the long run, I can see a need for a hybrid quasi-in-world
> animation editor to complement the existing appearance editor (which
> also needs to be updated).
>
> In fact, I can see a long-term need for a quasi-in-world editing
> system to complement ALL current editing systems, including build,
> appearance, animation, etc.
>
> Such a system would use a private 3D world that would be merged with
> the "real" 3D scene graph in the viewer and allow client-side editing
> of any and all aspects of the system, from prims and sculpties to
> gestures and animation, even sound. The editing would be performed
> client-side at full speed with full manipulation and control
> mechanisms for a normal external editor for such data, and would not
> post the update to the normal sim server until the user was satisfied
> with the appearance/behavior of whatever he was manipulating to allow
> for the highest level of editing-control.
>
> Such a system is impossible to create using the current client, but
> that situation will hopefully change relatively soon, as the modular
> client project of the AW Groupies matures.
>
> https://wiki.secondlife.com/wiki/Multi-Process_Client_VAG_--_draft
>
> Lawson
>
Is there not already a hybrid quasi-in-world animation system getting
comparatively close to completion, using Endorphin, et al? I think the
major blocker on that is Havok.
--
Tateru Nino
http://dwellonit.blogspot.com/
More information about the SLDev
mailing list