[sldev] Puppettering Branch

evolutie evolutie at gmail.com
Mon Jun 9 14:31:32 PDT 2008


Thanks Jake! It's very appreciated!

evo

On Mon, Jun 9, 2008 at 11:23 PM, Jake Simpson <jake at lindenlab.com> wrote:
> Comments at the bottom
>
> evolutie wrote:
>>
>> On Mon, Jun 9, 2008 at 7:35 PM, Jake Simpson <jake at lindenlab.com> wrote:
>>
>>>
>>> evolutie wrote:
>>>
>>>>
>>>> I finally got around to test with multiple clients logged on to aditi
>>>> puppeteering, and unfortunetely the simulation doesn't seem to work.
>>>> Seems like instead of simulating the movement of the joints, the
>>>> direction in which the avatar looks is simulated.
>>>> To illustrate:
>>>> http://www.evolutie.org/movies/puppet1.mov shows me moving my hand
>>>> http://www.evolutie.org/movies/puppet2.mov shows what this looks like
>>>> to another client
>>>>
>>>> evo
>>>> .
>>>>
>>>>
>>>>
>>>>>
>>>>>  It's based off 1.19.1 by the way, and we do actually have a region on
>>>>> aditi
>>>>> that is running the simulator code (note, again, this code is
>>>>> relatively
>>>>> incomplete and the simulator could well crash) named Puppeteering (You
>>>>> may
>>>>> well need to log directly into it by they way).
>>>>>
>>>>>
>>>>>
>>>
>>> I'll be honest and say I'm not the least bit surprised. The reason LL let
>>> this code branch go was because of issues like this and the fact that
>>> mouse-generated real time animation manipulation (which is mostly a
>>> client
>>> side thing) just wasn't as compelling as had been thought.
>>>
>>>
>>
>> hmmmm. I realize the code is unsupported.. and therefor i'm not that
>> surprised either.
>> But it looks more like either the wrong simulation code is being
>> executed on the serverside of things or the puppeteering client is
>> sending or receiving (or interpreting) wrong data.. Somewhere in the
>> communication someone isn't aware of the avatar being a "physical
>> avatar".
>> I think that the current UI being mousebased is useful, but yes, I
>> would love to have other input for it like script functions and
>> physical interfaces like mocap suits etc.
>> But the ability for realtime animation of avatars is a wonderful
>> exciting thing!!! It offers a lot of possibilities that right now are
>> just not possible in SL, and well.. really.. it's totally compelling
>> :-)
>> With things on the clientside already working really well, I don't see
>> too much trouble technically to make it work 'globally'. An array of
>> joint positions/rotations isn't that heavy... Am I overlooking
>> something?
>> Apologies for putting these issues on unsupported features up.. I
>> would just love to see this going to the next level, but can't do
>> anything when it comes to the serverside of things..  And maybe this
>> is just a matter of the wrong code running on the puppeteering SIM ?
>>
>> thnx and regards,
>> Evo
>>
>
> I haven't actually looked, I just asked Ops to build and put up the code.
> I'll go ping them and talk to the relevant people.
>
> In terms of finishing the code and pushing it out, well, that's partly why
> we released it to you guys. If someone here came up with a compelling
> instance of usage then yeah, it's possible we would revisit it. Internally,
> as an LL driven project it's unlikely - we just don't have the internal
> resources free to do large R&D on this particularly item right now -  but we
> figure that's all the more reason to see what you guys can do with it.
>
> Never say never.
>
> Jake
>



-- 
http://www.creativemachinery.org


More information about the SLDev mailing list