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[BUG-7006] We would like to have a Slow Walk for use in museum venues and for Machinima #14777

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sl-service-account opened this issue Aug 14, 2014 · 2 comments

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How would you like the feature to work?

The Slow Walk Feature would be a unique control that can be included in a script that allows scriptors access to enhanced features for avatar navigation. It could be a keyboard control, but now the existing keyboard method of holding down the space bar does not give scriptors the ability to CREATE various walking speeds in their HUDS or animations. This control should allow for speeds as slow as 0.75MPS and still provide enough force to walk up inclines equal to a normal angel of commercial stairs at around 35deg.
There is an open request for a similar feature (SVC-7285), but the difference with this request is that it needs to also include the ability to control the turning of the avatar at a rate that feels NORMAL for a human rather than the rapid rotation that will give the viewer vertigo or whiplash.
Alternately, give the sim owner/operator the option of defining the standard walking ground velocity as is found in Open Sim. If the core code for servers always had this feature prior to making it Open Source, then all you need to do is make this available to anyone who has control of an entire sim such as museums or groups who use sims for machinima. This would not solve the avatar rotation velocity, but would be a great start.

Why is this feature important to you? How would it benefit the community?

Walking through museums or architectural builds is unnatural at the current ground velocity that is approximately 7.5KPH or about 5MPH. Go out into the real world and stroll through any park or museum at 5mph and you will immediately be aware of how unnatural that speed is. That is like running a mile in 12 minutes. That is too fast to hold a conversation with your friends as you view the artwork.
Also, machinima is unrealistic when avatars are shown walking. Most machinimatographers avoid including shots of avatars walking for this reason. Yes, they do show avatars moving at a running pace and it is a rather brisk athletic looking run.

The simulation of swimming, both on the surface and underwater would be improved. And walking on the sorface of the moon would be grstly improved with a slow walk.

Role Play would also be improved by a slower, or controllable walking speed.

Sims would seem larger if it took longer to travel on foot from (0, 0, 0) to (256, 256, 0) Even with the Erlanger Scale as the conversion factor of approximately 1.6 : 1, a sim is over 500 ft wide and should take you much more time to walk that distance than it does now in SL.
I simply want my Second Life to be more like my First Life when it comes to avatar animation and motion simulation.

Original Jira Fields
Field Value
Issue BUG-7006
Summary We would like to have a Slow Walk for use in museum venues and for Machinima
Type New Feature Request
Priority Unset
Status Accepted
Resolution Accepted
Reporter Ethos Erlanger (ethos.erlanger)
Created at 2014-08-14T21:39:15Z
Updated at 2014-08-20T18:22:50Z
{
  'Business Unit': ['Platform'],
  'Date of First Response': '2014-08-14T20:04:46.793-0500',
  'How would you like the feature to work?': 'The Slow Walk Feature would be a unique control that can be included in a script that allows scriptors to enhanced features for avatar navigation. It could be a keyboard control, but now the existing keyboard method of holding down the space bar does not give scriptors the ability to CREATE various walking speeds in their HUDS or animations. This control should allow for speeds as slow as 0.75MPS and still provide enough force to walk up inclines equal to a normal angel of commercial stairs at around 35deg.\r\nThere is n open request for a similar feature (SVC-7285), but the difference with this request is that it need to also include the ability to control the turning of the avatar at a rate that feels NORMAL for a hum rather than the rapid rotation that will give the viewer vertigo or whiplash.\r\nAlternately, give the sim owner/operator the option of defining the standard walking ground velocity as is found in Open Sim. If the core code for servers always had this feature prior to making it Open Source, then all you need to do is make this available to anyone who has control of an entire sim such as museums or groups who use sims for machinima. This would not solve the avatar rotation velocity, but would be a great start.',
  'Target Viewer Version': 'viewer-development',
  'Why is this feature important to you? How would it benefit the community?': 'Walking through museums or architectural builds is unnatural at the current ground velocity that is approximately 7.5KPH or about 5MPH. Go out into the real world and stroll through any park or museum at 5mph and you will immediately be aware of how unnatural that speed is. That is like running a mile in 12 minutes. That is too fast to hold a conversation with your friends as you view the artwork.\r\nAlso, machinima is unrealistic when avatars are shown walking. Most machinimatographers avoid including shots of avatars walking for this reason. Yes, they do show avatars moving at a running pace and it is a rather brisk athletic looking run.\r\n\r\nRole Play would also be improved by a slower, or controllable walking speed.\r\n\r\nSims would seem larger if it took longer to travel on foot from (0, 0, 0) to (256, 256, 0) Even with the Erlanger Scale as the conversion factor of approximately 1.6 : 1, a sim is over 500 ft wide and should take you much more time to walk that distance than it does now in SL.\r\nI simply want my Second Life to be more like my First Life when it comes to avatar animation and motion simulation.',
}
@sl-service-account
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Asana Trudeau commented at 2014-08-15T01:04:47Z

Ethos is absolutely right. We need this change to create a more realistic experience.

@sl-service-account
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Marissa Linden commented at 2014-08-20T18:22:50Z

Thank you for your suggestion. We're importing this into our internal feature queue for consideration.

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