[sldev] Puppettering Branch
Mike Monkowski
monkowsk at watson.ibm.com
Thu Jun 5 12:34:22 PDT 2008
Here's an idea.
The problem I see with gestures is that they have a fixed time sequence.
They play exactly the same way every time. Not very cinematic. Now
suppose there was a HUD that had at its disposal the puppeteering
equivalents of these gestures and a way to gang them together (master -
slave controls) so that you could select a gesture or gang of gestures
and use the mouse to move a slider as if it were scrubbing the timeline
for the animation.
So, for example, if I had a hand-waving animation I could wave a little
very slowly "Yes, I'm a princess." by slowly scrubbing the middle of the
timeline or I could give a vigorous "Hey I'm over here! Pick me!" wave
by scrubbing the entire timeline quickly.
You'd have to plan ahead and gang gestures appropriately since you can
only control one timeline, but switching between gestures might not be
too difficult.
Putting this in a HUD would mean that a lot of customization could be
done quickly. But, I've never built a HUD in SL, so I really don't know
how much is possible.
Mike
Lawson English wrote:
> I think a mouse-only interface is not really an option. However, I could
> see this being used with suitable controls, as an in-viewer animation
> generator. With scripting, you could add custom animations in
> near-realtime. With suitable interfaces (and not just dual Wii
> controllers or 3D webcams, but hot keys, voice control MIDI keyboard,
> etc) you could certainly have realtime animation.
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