[sldev] Predefined animations

Lawson English lenglish5 at cox.net
Fri Dec 14 09:20:02 PST 2007


Tateru Nino wrote:
> 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.
>
>   
There might be, but I suspect content editors will find more utility 
once the client is properly factored (not that the modular client 
described  at the URL above is likely to be the proper factoring for 
such a thing, just that the documentation and libraries associated with 
it might make designing/creating one or more build-oriented clients much 
easier).

Lawson


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