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[BUG-134018] [Animesh] llSetLinkRigging() - A means of visually rigging a legacy prim or non-rigged mesh to an animesh skeleton bone. #2091

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sl-service-account opened this issue Jul 16, 2017 · 2 comments

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@sl-service-account
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sl-service-account commented Jul 16, 2017

Please do not triage until August 30th or later to give people time to comment.

Information

Animesh currently doesn't have attach points.

We need a means for animesh to support the immense amount of legacy content already available in a similar style that attachments can with avatars.

This feature request is for a function that applies rigging parameters to a non-rigged object link which will visually rig the link center to an Animesh skeleton bone.
Once rigged, the link's local position and rotation are expressed as a local pos/rot of the bone it is rigged to instead of the object's root. This local pos/rot can be updated with existing SLPP* functions. This is effectively scripted rigging.

llSetLinkRigging(integer link_num,list options)

|Option|Value|Description|
|
|-|-|-|-|
|RIGGING_BONE_ID|1|internal bone name or id number link will be rigged to|



Benefits:

- The immense amount of legacy content already available can be used in Animesh applications for far more than just free-wheeling links. This means support for the majority of existing heads, accessories and weapons in SL that are currently not rigged.
- Existing non-rigged content won't have to be reuploaded with rigging properies which will also prevent it from being positioned/rotated/scaled.
- With this feature we can have the option of having rigged mesh, scripted rigged mesh/legacy prims and non-rigged mesh/legacy prims all in the same linkset.
- Better flexibility in areas where animation creation or rigging is more cumbersome/complicated than positioning/rotating links.
- Alternative for relying on Animesh content being post-upload hardcoded rigged mesh only. In-world, live adjustable/updatable rigging will be possible.

# Other Information

This feature visually overrides an object link's global position. This is similar with agents sitting on objects with an active target omega.

Comments welcome. Thanks in advance for any consideration.|

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Original Jira Fields
Field Value
Issue BUG-134018
Summary [Animesh] llSetLinkRigging() - A means of visually rigging a legacy prim or non-rigged mesh to an animesh skeleton bone.
Type New Feature Request
Priority Unset
Status Been Triaged
Resolution Triaged
Reporter Lucia Nightfire (lucia.nightfire)
Created at 2017-07-16T22:16:17Z
Updated at 2021-01-07T21:44:12Z
{
  'Business Unit': ['Platform'],
  'Date of First Response': '2017-08-10T00:02:03.733-0500',
  'How would you like the feature to work?': "Please do not triage until August 2nd or later to give people time to comment.\r\n\r\nh1. Information\r\nAnimesh currently doesn't have attach points.\r\n\r\nWe need a means for animesh to support the immense amount of legacy content already available in a similar style that attachments can with avatars.\r\n\r\nThis feature request is for a function that applies rigging parameters to a non-rigged object link which will visually rig the link center to an Animesh skeleton bone.\r\nOnce rigged, the link's local position and rotation are expressed as a local pos/rot of the bone it is rigged to instead of the object's root. This local pos/rot can be updated with existing SLPP* functions. This is effectively scripted rigging.\r\n\r\nllSetLinkRigging(integer link_num,list options)\r\n\r\n||Option||Value||Description||\r\n|RIGGING_BONE_ID|1|internal bone name or id number link is will be rigged to|\r\n\r\nBenefits:\r\n- The immense amount of legacy content already available can be used in Animesh applications for far more than just free-wheeling links. This means support for the majority of existing heads, accessories and weapons in SL that are currently not rigged.\r\n- Existing non-rigged content won't have to be reuploaded with rigging properies which will also prevent it from being positioned/rotated/scaled.\r\n- With this feature we can have the option of having rigged mesh, scripted rigged mesh/legacy prims and non-rigged mesh/legacy prims all in the same linkset.\r\n- Better flexibility In areas where animation creation or rigging is more cumbersome/complicated than positioning/rotating links.\r\n- Alternative for relying on Animesh content being post-upload hardcoded rigged mesh only. In-world, live adjustable/updatable rigging will be possible.\r\n\r\nh1. Other Information\r\n\r\nThis feature visually overrides an object link's global position. This is similar with agents sitting on objects with an active target omega.\r\n\r\nComments welcome. Thanks in advance for any consideration.",
  'ReOpened Count': 0.0,
  'Severity': 'Unset',
  'Target Viewer Version': 'viewer-development',
  'Why is this feature important to you? How would it benefit the community?': '?',
}
@sl-service-account
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Dan Linden commented at 2017-08-10T05:02:04Z

Set the jira status to Needs More Info so people can comment.

@sl-service-account
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NiranV Dean commented at 2018-10-02T05:33:07Z

I support this request although i'd do it much simpler.

 

Make the server able to handle attachment requests for animesh objects and give us the ability to attach objects (via from rezzing them on ground as example, or from inventory) to the target animesh object. The Viewer already supports everything necessary to make this happen.

 

 Here are two gifs showing this in action:

https://gfycat.com/FirstAliveGoosefish

and

https://gfycat.com/ShimmeringWhirlwindDiamondbackrattlesnake

First showing me dancing with a full copy set of my rigged avatar plus all my attachments mirrored to them and the second showing me giving my attachments from me to the animesh and back.

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