Jump to content

Code Violet

  • Content Count

  • Joined

  • Last visited

Everything posted by Code Violet

  1. Vir Linden wrote: I like the idea of having a way to override a wider range of animations. Currently I think the llSetAnimationOverride hook only applies to animations that are part of the server-mediated locomotion process, so I'm not sure how easy it would be to extend using that mechanism. If you could point me at sample content that uses the existing facial animations it would be helpful - either send me copies or provide pointers to marketplace listings. Thanks! Hi Vir and community, Now that bento is live, I've been getting an increasing number of questions about bento heads,
  2. Vir Linden wrote: We would like to have a more complete mechanism for animation overrides; unfortunately this looks to be a large enough project that it wouldn't fit within the scope for Bento. The current override mechanism is implemented on the server side and works with the management of locomotion state (walking/running/flying etc), so extending it to work with arbitrary animations that are not part of locomtion would entail a fair amount of new work. The proposal is currently on the list of possible post-Bento projects. As always we can't make promises about future projects, but I ho
  3. Hi Vir and all Bento developers. It's great to see the SL community working alongside Linden Lab so well in the development of Bento. This is just a quick reminder to please think about including compatibility support for the old facial animations by adding a script call like llSetAnimationOverride(). The legacy facial animations are among those listed here. And I'm sure our avatars have all pulled our fair share of those faces in SL using them. These expressions are used in the gestures found in the standard avatar Library, and they are also used widely in resident-made gestures and script
  4. Basically, mesh head designers would create replacements for all the legacy facial anims, add them to their heads, and set them as overrides which would be automatically applied in place of the legacy ones. And creators could therefore continue to apply legacy animations in their scripts, HUDs and furniture, which would work on all avatars that supported it.
  5. Gaia, thanks for the very insightful info, as always! Perhaps this is a good time to ask while people are thinking about facial expressions. I wonder what you and others think about BUG-11569, the JIRA for the llSetAnimationOverride() concept that would allow custom animations to play in place of legacy anims. Mesh heads would use this in script to set up overrides for legacy facial anims, no HUD is involved. While bento facial expressions can't be made to suit all avatars, I thought this may be a solution to a lot of the issues by providing a bridge for any products that use legacy anims. W
  6. Jenna, your proposal on the JIRA is exactly my suggestion, It's great you have taken the time to write it up officially there. Vir said they liked the idea in a previous post, so I hope Vir and mesh creators will give good thought to the proposal as Bento nears completion. As said in my previous post, the VR Emoter HUD 4.0 is available here on the marketplace to all for testing legacy facial expressions. I agree also that either way it goes, Polysail's idea of establishing community-decided standards would additionally compliment everything Bento has to offer. ps: Is it too late to put [bE
  7. Vir and Bento creators, In response to Vir's request for content examples that use the existing face expressions, Vivian Rail has generously made her VR Emoter facial expression HUD available fullperm for the purposes of Bento testing. You can get it from my marketplace here: Click Here -> VR Emoter HUD 4.0 This HUD should be ideal for testing the existing facial expressions as you can easily select which expression to play and it lets you mix multiple expressions together. I urge creators making Bento avatars to get this HUD and try the effect of the legacy expressions on their Bento a
  8. Something that doesn't seem to have been covered in this thread is how Bento will affect existing content. I make a script that creators use to add animations to furniture. So I've become aware that there's a lot of content in SL that Bento avatars will not be compatible with. Second Life currently includes the following facial expressions: express_afraid_emote, express_anger_emote, express_laugh_emote, express_bored_emote, express_cry_emote, express_embarrassed_emote, express_sad_emote, express_toothsmile, express_smile, express_surprise_emote, express_worry_emote, express_repulsed_emote,
  9. For anyone planning on making mesh heads for wide use (more specifically human, but potentially others), I encourage you to contribute ideas towards Polysail's initiative on developing a standard for playing facial expressions. Such a standard would allow 3rd party scripts to trigger animations in the mesh heads so that furniture designers and others can continue to use facial expressions in their creations, even though the facial animations may now need to be made specifically for each different brand/design of head. I think Polysail's idea or something similar is really vital to Bento's im
  • Create New...