|
|
|
TT Lingiuan made changes - 04/Jun/07 05:03 PM
[
Permlink
| « Hide
]
Aimee Congrejo added a comment - 05/Jun/07 12:10 PM
This would be a great help for combat sims! ^^ For example, the attack, ready, and block anims of my C:SI scripted swords get overridden by my AO's jump and stand anims which fool opponents into thinking I'm not attacking them.
More than just animation priority would be useful.
For example, we do not know the length of an animation: this would be extremely useful in developing linked animations etc. If an animation completes, it would be useful to receive an event that this has occurred. It would also be useful to be able to change the frame rate, and the starting point upon llStartAnimation, as well as loop points for looping animations. having the option to edit all the parameters of an animation after it is uploaded, both by script and manually with some gui would be great
Rob Linden made changes - 22/Dec/07 12:59 AM
Rob Linden made changes - 22/Dec/07 01:19 AM
Rob Linden made changes - 22/Dec/07 01:52 AM
Rob Linden made changes - 23/Dec/07 12:12 AM
Rob Linden made changes - 23/Dec/07 12:29 AM
Aimee Congrejo made changes - 20/Apr/08 12:04 AM
I don't think editing animations is a good idea personally. How about this instead:
llStartAnimationPriority(integer priority, string anim); starts an animation with the defined priority, instead of the one encoded in the asset. Being able to change the priority of an animation after it is uploaded (provided that this ability ONLY applies to the creator) would be very useful. It would certainly save having to re-upload animations multiple times when trying to get the right priority set on them. I don't know if it would be possible to set an animation's priority when it's triggered by the script, since the priority is, as you mention, encoded in the asset.
As for Aimee's concern, there is a very easy way to mute the unwanted animations in that situation: Turn off the AO. I believe that C:SI and most other melee combat sims prohibit the use of anything that overrides the attack animations during combat anyways. Dibbs has some good points, although keep in mind that preloading the animation, as with preloading sounds, doesn't necessarily decrease lag, it just changes where the lag occurs, shifting the load to the front (however, this might not necessarily be a bad thing). One thing that I sometimes use instead of llPreloadSound() is to simply trigger the sounds on_rez or on_attach at a very very low volume. They can't be heard, but triggering them pre-loads them. It might be possible to do: llStartAnimation(anim); or something similar (might not even need the quick sleep) so as to load the anim without playing it. As for changing the length and framerate and starting point....while useful, they are things that you can change in the animation before it's uploaded. WIth regards to animation length, I always have my animator tell me (or better yet, send in a notecard) the framerate and number of frames for each animation (ie 60 frames at 20 FPS = 3 seconds). It helps quite a bit.
Sue Linden made changes - 13/Nov/08 12:02 PM
Sue Linden made changes - 13/Nov/08 04:26 PM
Sue Linden made changes - 13/Nov/08 04:38 PM
Sue Linden made changes - 13/Nov/08 04:46 PM
Katiri Hynes made changes - 06/Feb/09 12:08 PM
Also with the change going in for http://jira.secondlife.com/browse/VWR-138
I can't think of any reason why it should not be possible to override animation priorities in a script or by the owner and/or the subject of the animation (not just the creator). If my avatar is playing multiple animations simultaneously, why don't I get to decide which ones should take priority?
Noting Qarl Linden's response here: http://jira.secondlife.com/browse/VWR-138?focusedCommentId=99603&page=com.atlassian.jira.plugin.system.issuetabpanels%3Acomment-tabpanel#action_99603
"Crystal - sadly, making the priority mutable is more work than i think the lab wishes to do at this moment... (there are some tricky details with the per-joint priorities i mentioned earlier.) whereas raising the max priority is quite easy, and can be done immediately. so yes, i do understand that the mutability is a superior solution... it's just too expensive ATM."
Adeon Writer made changes - 13/Nov/09 11:28 AM
Adeon Writer made changes - 13/Nov/09 11:45 AM
Adeon Writer made changes - 13/Nov/09 11:46 AM
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||