Jump to content
Sign in to follow this  
Oskar Linden

Keyframing now available on ADITI

Recommended Posts

I am passing this message on from Falcon Linden:

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

I'm happy to let you all know that llSetKeyframedAnimation (http://wiki.secondlife.com/wiki/LlSetKeyframedAnimation) is now available on two adjacent regions on Aditi: "Sandbox - Bispinor" and "Sandbox - Weapons testing". The wiki page includes a couple very simple examples of how to use the new function, as well as the API documentation itself.

Testing/Reporting:

Because of severe time constraints on this project, no additional features will be added at this time. However, the API is constructed in such a way that it should be highly extensible in the future if additional features or minor fixes are required. Accordingly, any bug report filed that isn't a showstopper will likely not be addressed before roll-out. Any bugs that /are/ reported as showstoppers should meet one of the following criteria:
  1. Breakage of existing content
  2. Creation of a misfeature that will prevent future changes to the function (future changes will use additional options flags to opt in, so to satisfy this criterion, the bug probably has to relate to the parsing of the options list)
  3. Complete un-usability for the intend purpose (e.g., highly unpredictable behavior when used according to the spec).
Feature requests are welcome and should be clearly marked as such and flagged as low priority. 

If you encounter a behavior that isn't specified in the wiki docs but appears reasonable, please add it to the wiki rather than file a bug report. It is likely intended behavior I just didn't have an opportunity to document.

All issues should be reported under the the Scripting project at jira.secondlife.com

Finally:
Have fun. Build cool stuff!

Share this post


Link to post
Share on other sites

smooth motion doors, smooth automated object movement without physics (the trains in Caledon and other places will probably benefit), scripted tour devices, etc....

it's essentially physics movement that ignores physical collisions (but still generates them in other physics objects)

Share this post


Link to post
Share on other sites

Real NPC characters in SL RPG's. Vehicles with moving parts. Windows on houses that actually move etc. Your avatar's animations are keyframed for example.

 

I hope Normal mapping is next on the list of mesh features being added. I'd love to make complex meshes that don't need extra vertices and faces to look good.

Share this post


Link to post
Share on other sites

Hey folks,

 

I just want to clear something up right away: this will work great for many of the examples described in posts above, but it works on root prims only. It is not a full animation system by any means. See the llSetKeyframedAnimation talk page on the wiki for more info. I am considering changing the name to llSetKeyframedMotion to reduce confusion.

 

Have fun!

Falcon

Share this post


Link to post
Share on other sites

Please, if you can't document it properly, keep it off the Main Grid.

Assume the worst: the day it rolls out, you get rolled over by an eighteen-wheeler. How does somebody fix the bugs then?

Share this post


Link to post
Share on other sites


Falcon Linden wrote:

I just want to clear something up right away: this will work great for many of the examples described in posts above, but it works on
root prims only
. It is not a full animation system by any means. See the llSetKeyframedAnimation talk page on the wiki for more info. I am considering changing the name to llSetKeyframedMotion to reduce confusion.

Changing the name would be a good idea. Keyframes in animation mean something quite different, and have oft been requested by Second Life animators.

This movement path function looks interesting, albeit greatly limited. What exactly is the purpose though?  I already can, and do, achieve the same effect with a simple tweening function, and can target any prim I want, with no random increase in prim count.  I assume this function will be less laggy than a couple of dozen non-physical movements at 0.05s intervals?

Share this post


Link to post
Share on other sites

Theres an immense number of uses for it. I'm heading to sleep now, so I don't really want to clarify much (that bed is looking so inviting), but believe me there are uses. And yes it would be more efficient by far, and more smooth.

Share this post


Link to post
Share on other sites

Please please, pretty please do the rename... =)

 

@Cheshyre:

I would have to assume immensely less laggy than scripted tweening, along with using smoother gradient (as the viewer will receive vector motion and not just position updates). the function allows you to specify the keyframes, and the tweening, as it were, is being done by the region using non-collision physics (well not entirely non-colliding, I assume it still receives and generates them, it just doesn't react to them.)

Share this post


Link to post
Share on other sites

I agree this is a great leap forward..potentially.

Do we know how this will effect lag? more client side resources needed perhaps. Especially if a few prims are animated in close proximity

I guess this testing phase will tell us all we need to know :)

Great news though ;)

Share this post


Link to post
Share on other sites

that group doesn't work for me.

apparently those sandboxes have been empty, at least every time I tried to tp there. Must be a very exclusive group allowed to go there...

Share this post


Link to post
Share on other sites

The sandboxes were running on a single sim host, and that host got sick.  I fixed it up, and both sandbox regions are once again running.  Both regions are fully public access, so you shouldn't need to join any special group activated in order to visit them.

Share this post


Link to post
Share on other sites

So right now you must at least one mesh in the linkset to make it animate. If you don't you get the error "Only linksets which uses the new prim equivalency system may be animated."

would be more intuitive if the error  was 

Only a linkset containing a mesh can be animated. And why only a linkset with a mesh?

  • Thanks 1

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...