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Key: MISC-969
Type: New Feature New Feature
Status: Open Open
Priority: Normal Normal
Assignee: Unassigned
Reporter: Darwin Recreant
Votes: 3
Watchers: 1
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4. Second Life Misc Issues - MISC

New Feature: Prim Animations - Less laggy, smoother, avatar like, animations on prims

Created: 01/Mar/08 04:47 AM   Updated: 21/Jan/09 05:59 PM
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Component/s: Miscellaneous
Affects Version/s: None
Fix Version/s: None

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 Description  « Hide
Animating prims with llSetPrimitiveParams causes lag and looks nothing like animation. Animation files (.bvh) should be applied to prims as well (using a script), and would have effect only on client side like avatar animations. The skeletal nodes would have to be link numbers for a linked set, and the animation would affect prims on their position and rotation (relative to root prim) in a nice smooth fashion (many frames per second) like they do on avatar joints. This will reduce lag as there wont be need for 1000 updates for each animation. And not to mention the great potential for making amazing effects in SL (animated primatar, animals, robots, u name it).
This will not affect prim parameters, only position and rotation. The physical boundaries will stay unchanged during animation.

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Darwin Recreant made changes - 02/Mar/08 07:39 AM
Field Original Value New Value
Description Animating prims with llSetPrimitiveParams causes lag and looks nothing like animation. Animation files should be applied to prims as well (using a script). The skeletal nodes would have to be link numbers for a linked set, and the animation would affect prims on their position and rotation (relative to root prim) in a nice smooth fashion like they do on avatar joints. This will reduce lag as there wont be need for 1000 updates for each animation. And not to mention the great potential for making amazing effects in SL (primatar?).
This will not affect prim parameters, only position and rotation. The physical boundaries will stay unchanged during animation.
Animating prims with llSetPrimitiveParams causes lag and looks nothing like animation. Animation files should be applied to prims as well (using a script), and would have effect only on client side like avatar animations. The skeletal nodes would have to be link numbers for a linked set, and the animation would affect prims on their position and rotation (relative to root prim) in a nice smooth fashion (many frames per second) like they do on avatar joints. This will reduce lag as there wont be need for 1000 updates for each animation. And not to mention the great potential for making amazing effects in SL (animated primatar, animals, robots, u name it).
This will not affect prim parameters, only position and rotation. The physical boundaries will stay unchanged during animation.
Darwin Recreant made changes - 02/Mar/08 07:40 AM
Description Animating prims with llSetPrimitiveParams causes lag and looks nothing like animation. Animation files should be applied to prims as well (using a script), and would have effect only on client side like avatar animations. The skeletal nodes would have to be link numbers for a linked set, and the animation would affect prims on their position and rotation (relative to root prim) in a nice smooth fashion (many frames per second) like they do on avatar joints. This will reduce lag as there wont be need for 1000 updates for each animation. And not to mention the great potential for making amazing effects in SL (animated primatar, animals, robots, u name it).
This will not affect prim parameters, only position and rotation. The physical boundaries will stay unchanged during animation.
Animating prims with llSetPrimitiveParams causes lag and looks nothing like animation. Animation files (.bvh) should be applied to prims as well (using a script), and would have effect only on client side like avatar animations. The skeletal nodes would have to be link numbers for a linked set, and the animation would affect prims on their position and rotation (relative to root prim) in a nice smooth fashion (many frames per second) like they do on avatar joints. This will reduce lag as there wont be need for 1000 updates for each animation. And not to mention the great potential for making amazing effects in SL (animated primatar, animals, robots, u name it).
This will not affect prim parameters, only position and rotation. The physical boundaries will stay unchanged during animation.
Sue Linden made changes - 13/Nov/08 11:38 AM
Workflow jira-2007-12-22a [ 52821 ] jira-2008-11-14 [ 74567 ]
Sue Linden made changes - 13/Nov/08 11:52 AM
Workflow jira-2007-12-22a [ 74567 ] jira-2008-11-14 [ 78870 ]
Sue Linden made changes - 13/Nov/08 04:18 PM
Workflow jira-2008-11-14 [ 78870 ] jira-2008-11-14a [ 83553 ]
Theblack Box made changes - 21/Jan/09 05:59 PM
Link This issue is related to by MISC-2237 [ MISC-2237 ]