[sldev] Puppettering Branch

Sylvio Deutsch overtake at keynet.com.br
Mon Jun 9 14:46:42 PDT 2008


Thats great! I´m one of the machinima people waiting anxiously for it ((:


{}Overtake



----- Original Message ----- 
From: "evolutie" <evolutie at gmail.com>
To: "Jake Simpson" <jake at lindenlab.com>
Cc: <sldev at lists.secondlife.com>
Sent: Monday, June 09, 2008 6:31 PM
Subject: Re: [sldev] Puppettering Branch


> 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
>>
>
>
>
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