In a lot of respects, streaming animation is actually much easier. You just sample your input device, figure out how to move the model (that's where the magic happens) and send out a position update. Playing back animation is harder because you need to store it, interpolate position and velocity between keyframes, and possibly blend multiple animations together. Just moving your avatar around with the mouse could be seen as a form of streaming.
Controlling your avatar with esoteric input devices is beyond the scope of VOS for the moment. On Fri, Dec 01, 2006 at 01:31:11AM -0700, James Wilkins wrote: > I've been watching the VOS project for quite a while without commenting > or participating, beyond getting it to compile once. I'm very good at > lurking. ;) > > Anyway, have you considered supporting streaming animations in addition > to pre-recorded ones? One thing I've noticed about existing 3d > environments is that making avatars move realistically is rather hard: > you have to have all desired motions available, find the correct ones > quickly, and activate the animations in the correct sequence and timing. > > It would seem much more natural to capture real motion using various > devices like cameras, accelerometers, bend sensors, and so on, and > translate this motion into actions of the 3d avatar in real time. It > would probably even be possible to translate simple mouse motions into > gestures more spontaneous than those available with pre-recorded animations. > > I realize that esoteric input devices are neither common nor readily > available, and are not likely to be for some time, but it would be nice > to have support for such built into VOS. [ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ] [Lead Programmer][Interreality Project][Virtual Reality for the Internet] [ VOS: Next Generation Internet Communication][ http://interreality.org ] [ http://interreality.org/~tetron ][ pgpkey: pgpkeys.mit.edu 18C21DF7 ]
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