Re: [opensource-dev] Formal Animation Set Replacer
On 2012-11-02 11:01 , Adeon Writer wrote: A few months back there seemed to be interest on this mailing list in a formal way to have custom animation sets for avatars without LSL scripts (Animation Overriders) Yes, this did kick off some interesting and fruitful discussions internally, but we've been consumed with other higher priority things since. The issue is not forgotten, just not something we've got time for at the moment. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Formal Animation Set Replacer
I've written and used my own LSL AOs for years. I also don't agree with Carlo's majorly fail assessment since he didn't really give a reason, but relying on control inputs rather than a moderately quick timer (à la Argent) also doesn't work. Control events aren't reliable enough for this as an AO that does rely on them, as the first version of mine did, only *usually* picks up on button presses and releases. It's likely Frances Chung and Ziggy Puff ran into the same problem, which is why they also used timers. When you use an arrow key to walk and then release it to stand, the control() event does not always fire. This causes your avatar to stop moving as you'd expect but the AO doesn't always get the opportunity to stop the walking animation and resume a standing one. This is only one example but it's the most noticeable one. I do not know the actual cause or location of the control() snafu, be it the script VM, client-server communications lag, dropped packets, or whatever, or I'd file a jira for it in a heartbeat. It would make my script so much simpler. I've found that a timer of about 0.25 seconds gives a good balance between seamless animation pickups and moderate to low server load, which only means that this is the slowest timer I could reliably get away with! Client-based AOs often don't offer the same flexibility as LSL-based ones do, which is why after trying the one in Firestorm (a pretty good client AO by most accounts and used by probably thousands of people) I ended up going back to mine. --GC On Sun, 2012-11-04 at 05:57 -0600, Argent Stonecutter wrote: On 2012-11-03, at 22:39, Carlo Wood ca...@alinoe.com wrote: LSL AO's have always failed majorly. I have used and written LSL AOs for 7 years now, and I haven't seen this majorly failing. Certainly nothing compared to the shortcomings of client-side AOs. Being able to load AOs from a wearable is kind of a key feature, in fact not having that is a deal-breaker, and none of them even attempt to implement it. Server-side AOs that can be loaded with wearables would be great, but they're out of scope for this list. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Formal Animation Set Replacer
I think the requirement for this is somewhat overstated, and I hope that LL does not include any such function in the viewer. A well written LSL based AO has very little overhead, because it can get by with fairly slow timers by using control inputs to detect state changes. Even the somewhat convoluted Franimation Overrider is low overhead, and I suspect the overhead of running it is not much different from the network overhead of a client-based AO. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Formal Animation Set Replacer
On Sat, 3 Nov 2012 11:49:36 -0500 Argent Stonecutter secret.arg...@gmail.com wrote: I think the requirement for this is somewhat overstated, and I hope that LL does not include any such function in the viewer. A well written LSL based AO has very little overhead, because it can get by with fairly slow timers by using control inputs to detect state changes. Even the somewhat convoluted Franimation Overrider is low overhead, and I suspect the overhead of running it is not much different from the network overhead of a client-based AO. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges LSL AO's have always failed majorly. I'd welcome any official server-level support for replacing the standard stand/walk/run/sit/turn animations, so they work like the non-AO ones (not that is flawless... happens too often you walk while playing the 'stand' animation :/) -- Carlo Wood ca...@alinoe.com ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
[opensource-dev] Formal Animation Set Replacer
A few months back there seemed to be interest on this mailing list in a formal way to have custom animation sets for avatars without LSL scripts (Animation Overriders) The last I heard there were inquiries on how TPV's were pulling it off (fully client-controlled isn't the most ideal implementation in my opinion, but it works) but after that the mesh deformer seemed to take center stage. Was there any result to the discussion? Is Linden Lab interested in a feature similar in function to TPV client AO's? ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges