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This repository has been archived by the owner on Mar 28, 2024. It is now read-only.
This is in reference to the Internal Animation Format - No changes would need to be made to the format itself or the upload validator.
The viewer would treat the first two rotation keys of a given joint as the minimum and maximum rotation limit on the condition that the time is exactly 0 on both keys and constraints are present in the animation.
I have tested and found that animations edited this way, existing viewers only 'render' the last of the rotation keys at time 0. So putting this data here does not break existing viewers.
Why is this feature important to you? How would it benefit the community?
I have been studying the Internal Animation Format and in particular took an interest in Bone Constraints aka. IK animations.
I developed a tool, AnimHacker to edit animation files and add constraints to them to test out bone constraints.
Bone Constraints are a promising feature as IK animations allow creators to create animations in a much more dynamic way, unlike FK animation which has fixed rotations, IK animations adjust to the avatars shape, the terrain and hold the possibility to create couples animations that don't need users to fiddle with pose position adjustment systems.
I think that Constraints up until now have seen little adoption because they are perceived as 'clunky' often doing undesirable things - Case in point the 'Selection Beam' animation when editing an object, the arm will go in some very unnatural positions to attempt to point at the object.
The reason these animations do this is a lack of 'rotation limits'. Animation software typically has per bone rotation limits. For example when users create animations in Blender, it is in the constraints panel, where users can set a minimum/maximum X,Y,Z rotation of each joint
I think that by having the viewer support rotation limits embedded into animations in the way I outline above, it would be a quick win that begins to make IK animations a more attractive feature.
I personally was planning to develop and publish tools for Blender to allow creators to export constraint animations from Blender for Secondlife, but could see that the feature could use some improvement on the viewer end first before users will take advantage of it.
{
'Build Id': 'unset',
'Business Unit': ['Platform'],
'Date of First Response': '2021-03-03T12:55:48.941-0600',
'How would you like the feature to work?': 'Working on this post in the full editor give me 1/2 hour',
'Original Reporter': 'Extrude Ragu (extrude.ragu)',
'ReOpened Count': 0.0,
'Severity': 'Unset',
'Target Viewer Version': 'viewer-development',
'Why is this feature important to you? How would it benefit the community?': 'temp',
}
The text was updated successfully, but these errors were encountered:
Possible future avatar improvement. I'm not sure where the right place to put rotation limits would be - obviously it depends on the particular avatar what those limits should be
How would you like the feature to work?
This is in reference to the Internal Animation Format - No changes would need to be made to the format itself or the upload validator.
The viewer would treat the first two rotation keys of a given joint as the minimum and maximum rotation limit on the condition that the time is exactly 0 on both keys and constraints are present in the animation.
I have tested and found that animations edited this way, existing viewers only 'render' the last of the rotation keys at time 0. So putting this data here does not break existing viewers.
Why is this feature important to you? How would it benefit the community?
I have been studying the Internal Animation Format and in particular took an interest in Bone Constraints aka. IK animations.
I developed a tool, AnimHacker to edit animation files and add constraints to them to test out bone constraints.
Bone Constraints are a promising feature as IK animations allow creators to create animations in a much more dynamic way, unlike FK animation which has fixed rotations, IK animations adjust to the avatars shape, the terrain and hold the possibility to create couples animations that don't need users to fiddle with pose position adjustment systems.
I think that Constraints up until now have seen little adoption because they are perceived as 'clunky' often doing undesirable things - Case in point the 'Selection Beam' animation when editing an object, the arm will go in some very unnatural positions to attempt to point at the object.
The reason these animations do this is a lack of 'rotation limits'. Animation software typically has per bone rotation limits. For example when users create animations in Blender, it is in the constraints panel, where users can set a minimum/maximum X,Y,Z rotation of each joint
I think that by having the viewer support rotation limits embedded into animations in the way I outline above, it would be a quick win that begins to make IK animations a more attractive feature.
I personally was planning to develop and publish tools for Blender to allow creators to export constraint animations from Blender for Secondlife, but could see that the feature could use some improvement on the viewer end first before users will take advantage of it.
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The text was updated successfully, but these errors were encountered: