-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Argent Stonecutter wrote:
> If I was talking about a complete procedural animation from scratch, > sure, but I'm not. I'm talking about using IK to tweak a canned > animation slightly to adjust for differences between avatars. But you still need to do those calculations. The way this is done is by interpolating quaternions between the pose generated by IK and the original pose, taking the weighting into account, not just modifying the end of the hand, for example. That could lead to inconsistencies, like "rubber-like" stretching limbs if the other joints are not moved correctly as well. Then it needs to be blended with whatever other animations the av is doing (e.g. walking + reaching). And this is still the most primitive approach of how to use IK to modify animations. Of course, this is not something the script will do, but someone has to implement the "magic" behind the LSL function you want ... The relevant code is today on the client *only*. At least part of it would need to be server-side if you want to synchronize two avatars somehow. > It'd all be done in the client. The canned animation would play and > when the prims running the tweak got into a certain range of each > other they'd get pulled gently together like magnets in jello. The two > different clients might not see the same things happening at quite the > same time, but that's already true for canned animations. I do not see what will be really the advantage of all this if it will be client-side only and not same for everyone (my IK solution can be completely different from yours due to lag, numeric accuracy issues, slower machine, etc.). A much simpler and better looking result could be achieved by just implementing synchronization for animations. Then you know that when you start hugging someone at a certain position, he starts too at the right position and you meet correctly. You do not need any IK for that, a huge boon for already slow clients. This is how games implement it - you won't find any IK in today's game engines. Regards, Jan -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFKKzmjn11XseNj94gRAuPxAJ9dWfD/JwE2i16cTK5KcNUgoGyEsACeOrU1 3p6NirL5Rm4XjLSUOnzayaE= =p7/d -----END PGP SIGNATURE----- _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/SLDev Please read the policies before posting to keep unmoderated posting privileges
