[sldev] VWR-10311 Enabling lip sync by default
Ron Blechner
ron at involve3d.com
Wed May 6 16:10:16 PDT 2009
Yes please!
A few potential uses I'd foresee:
- The obvious - using it for non-human AVs, as a few of us have suggested.
- An attachment that detects if someone's talking, and IMs the owner
to alert them to the fact. I know sometimes I don't realize that
people are on voice when I have it turned off (for whatever reason.)
- Automated checks to make sure voice is on. If I'm an event host, for
example, I could run a script that scans to make sure everyone has
voice turned on, and alerts me who isn't - and I can ask them to talk,
etc.
- Integrating talking into games / environment. I'd love to say, have
animals that get startled when they hear your noise. Or, imagine
options sort of like Nintendo's DS - where a game might have you blow
into it to trigger an event.
--
Ron Blechner
Chief Technology Officer
Involve, Inc
www.involve3d.com
On Wed, May 6, 2009 at 4:26 PM, Soft <soft at lindenlab.com> wrote:
> That's such an unfortunate (but clever) hack, though. Should we add
> voice level events for scripts that want them? That could still be
> passed up from the viewer, but without all that listener overhead.
>
> On Wed, May 6, 2009 at 3:17 PM, Aimee Trescothick
> <aimee.trescothick at gmail.com> wrote:
>> You can already achieve a similar effect for scripted attachments by
>> using voice gestures to send a message on a channel, and then
>> modifying position, or whatever you like, with a listening script.
>>
>> Aimee.
>>
>> On 6 May 2009, at 20:10, Tigro Spottystripes wrote:
>>
>>> Dale Mahalko escreveu:
>>>> While this is called lip sync, apparently it is really just "jaw-
>>>> sync".
>>>>
>>>> What happens for the non-human avatars? It doesn't seem to make much
>>>> sense for a cyborg to waggle its jaw... if it has one. Maybe have a
>>>> pulsating-glow prim on its torso instead. And what about a jellyfish
>>>> avatar? Might want to waggle some pairs of flexy flagellum around its
>>>> umbrella.
>>>>
>>>>
>>>> This setting doesn't really belong in the client prefs at all. It
>>>> should be avatar-specific and so should end up in the avatar
>>>> Appearance settings for each avatar to decide for itself whether or
>>>> not to use, as well as how to use it or what prims to
>>>> parameter-animate with it.
>>>>
>>>> Appearance....
>>>> [ x ] Enable voice lipsync effect:
>>>> ( . ) Sync avatar jaw to voice
>>>> . . . . Maximum mouth-open scaling: [ 2.000 ]
>>>> . . . . [ x ] Sync attachments to jaw
>>>> ( . ) Sync LSL-enabled prim attachments to voice
>>>>
>>>>
>>>> In enabled attachment:
>>>>
>>>> default
>>>> {
>>>> attach( key id )
>>>> {
>>>> // Enable attachment to receive lipsync scaling
>>>> float MinScale = 0.0;
>>>> float MaxScale = 1.0;
>>>> float Linearity = 1.0;
>>>> llLipSyncPrimParams( llGetKey(), FLEXY_TENSION, MinScale,
>>>> MaxScale, Linearity );
>>>> }
>>>> }
>>>> Constants for setting prim parameters to be lipsynced.
>>>>
>>>> - SIZE_X, SIZE_Y, SIZE_Z, SIZE_ALL
>>>> - SCALE_X, SCALE_Y, SCALE_Z, SCALE_ALL
>>>> - COLOR_R, COLOR_B, COLOR_G, COLOR_ALL
>>>> - TRANSPARENCY
>>>> - GLOW
>>>> - TWIST_BEGIN, TWIST_END
>>>> - DIMPLE_BEGIN, DIMPLE_END
>>>> - CUT_BEGIN, CUT_END
>>>> - SKEW
>>>> - TEXTURE_SCALE_X, TEXTURE_SCALE_Y
>>>> - TEXTURE_ROTATION
>>>> - FLEXY_TENSION
>>>> - FLEXY_GRAVITY
>>>> (etc)
>>>>
>>>> All constants include the MinScale, MaxScale, and Linearity scaling
>>>> parameters, and params need to be sane for the particular prim
>>>> parameter being animated.
>>>>
>>>> Prim voice-animation modifications would be client-side only and
>>>> would
>>>> not affect prim parameters on the server side.
>>>>
>>>>
>>>> - Dale Mahalko / Scalar Tardis
>>>>
>>>
>>> I would vote for that :)
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