Hello,

Gerrit Voß wrote:
> sorry for the delay, my yearly cold just hit me taking my brain out
> the last few days.

oh, hope you are getting better.
> On Tue, 2009-08-11 at 11:25 -0500, Carsten Neumann wrote:
> hmm, not 100% sure. One line of thought I had was to route the times
> into the blender and let the blender poll the interpolators. That's kind
> of half way between this one and the old one. Ideally it would look
> something like:
> 
> 
> DEF Blender1 Blender
> {
>   slots
>   [
>     Slot
>     {
>       source CoordInterpolator
>     }
> 
>     Slot
>     {
>       source CoordInterpolator
>     }
> }
> 
> DEF TS1 TimeSensor
> {
>   startTime 10
>   stopTime  20
> 
>   fadeInTime  8
>   fadeOutTime 18
> 
>   fadeType linear
> }
> 
> DEF TS2 TimeSensor
> {
>   startTime 20
>   stopTime  30
> 
>   fadeInTime  18
>   fadeOutTime 28
> 
>   fadeType linear
> }
> 
> ROUTE TS1.fraction TO Blender1.slots[0].time
> ROUTE TS1.weight   TO Blender1.slots[0].weight
> 
> ROUTE TS2.fraction TO Blender1.slots[1].time
> ROUTE TS2.weight   TO Blender1.slots[1].weight

hm, this could work. I was thinking to use an Interpolator as input for 
the weight so that blending is controllable by an "animation" of its 
own. That may be overkill though.
The current FieldConnectors can not target an entry in an MField, can 
they? I've started implementing the ManagedConnectors using a 
GetFieldHandle and an EditFieldHandle for the source/dest fields, which 
solves the problem of how to create a connection between fields of 
different "type" (e.g. SF<T> to MF<T>).
Also, please keep in mind that I need this to be manageable at runtime, 
the number of animations that affect a character at a time may change a 
lot depending on what the app needs. Oh, and one thing I forgot to 
mention so far: it should be possible to clone a character and get a 
copy that can be animated independently (that was another thing the 
AnimationTemplate was for, given a "root" it could locate the targets 
for AnimTracks in it and target AnimChannels at them).

> In order to get the order right one approach I was thinking about
> was to have the blenders as frame task and to make the frame tasks store
> inside the frame handler a priority queue and call commit every time the
> priority changes. That should strike a reasonable balance for the commit
> calls and still keep it flexible.

I'm not sure I fully understand this part. What is the priority in the 
p-queue? And why/what would make that priority change?

> The TimeSenor might need a new name.
> 
> What I'm not so happy with, that would move us a little towards a
> pipeline infrastructure.

hm, yes.

> First thoughts though, I continue to thing about it.

ok, thanks!

        Cheers,
                Carsten


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