
| Key: |
MISC-969
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| Type: |
New Feature
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| Status: |
Open
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| Priority: |
Normal
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| Assignee: |
Unassigned
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| Reporter: |
Darwin Recreant
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| Votes: |
3
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| Watchers: |
1
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Issue Links:
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Relates
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This issue is related to by:
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MISC-2237 [hierarchical linking] Requiered additions and changes to objects and scripting, for improving content-creation capabilities.
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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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Description
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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. |
Show » |
made changes - 02/Mar/08 07:39 AM
| Field |
Original Value |
New Value |
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Description
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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.
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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.
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made changes - 02/Mar/08 07:40 AM
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Description
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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.
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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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made changes - 13/Nov/08 11:38 AM
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Workflow
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jira-2007-12-22a
[ 52821
]
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jira-2008-11-14
[ 74567
]
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made changes - 13/Nov/08 11:52 AM
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Workflow
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jira-2007-12-22a
[ 74567
]
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jira-2008-11-14
[ 78870
]
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made changes - 13/Nov/08 04:18 PM
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Workflow
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jira-2008-11-14
[ 78870
]
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jira-2008-11-14a
[ 83553
]
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made changes - 21/Jan/09 05:59 PM
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Link
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This issue is related to by MISC-2237
[ MISC-2237
]
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