Jump to content

Medhue Simoni

Advisor
  • Posts

    4,748
  • Joined

  • Last visited

Posts posted by Medhue Simoni

  1. What is likely happening is the walk in your AO is overriding your arm animation. Likely, the walk is a priority 4. So, there are 2 solutions. The first is to make the priority higher. You can't go higher than 4 with BVH files, if I remember correctly. If you can go priority 5 with bvh then that would fix your issue. In Blender, Anim files can be exported with as high as priority 6. The 2nd solution is to have a script repeating triggering your priority 4 arm animation. This is not full proof tho, as other animations could be higher.

  2. On ‎10‎/‎26‎/‎2017 at 3:10 PM, Qie Niangao said:

    That assumes one can sit on them, which was something I asked about for the one meeting I could attend, early on, and I think the answer was yes. (And they can be attached, but I assume not sat on when attached -- which would be more valuable than the animated mesh feature itself.)

    Yes, you can sit on them, as long as they have a sit target. Technically, yes you can sit on an attachment, as there is the pelvis attachment point, and the rest is easily done with animation and code.

  3. 40 minutes ago, Love Zhaoying said:

    Why not allow 1 animesh object per parcel for 0LI!!!  This would allow every resident/seller to have their pet/salesbot with no land impact - as if it was an avatar. <== My real point (like an avatar).  Or, have it count as "1 avatar!"

    I don't suspect that this will be needed. Of course, we do not know what the final restrictions will be, but I'd be willing to bet that the land impact costs will be relatively similar to products already being sold in the pet market. Yes, there will be restrictions but there are many tricks that we as creators can implement to keep things low.

    1 point that has not been talked about yet, is that an animesh can be worn/attached to your avatar. Many of us pleaded with LL to allow this. Again tho, there is a limit to this. Currently the limit is 1 animesh can be attached. Soooooo, in theory, if someone wanted to have their cat with them, most of the time, when they did not have rights to rez, they would simply carry the cat. Where they do have rights to rez, the cat could roam freely. I suspect there is more work to be done with this tho. Like, can you teleport wearing an animesh? I'm not sure yet.

    • Like 1
  4. 1 hour ago, Klytyna said:

    What concerns me, is the blatant overlooking of such facts as...

    A rigged mesh animesh bot will have pretty much the same RCI as an avatar wearing the same rigged mesh, poly count, shaders, etc.

    That the sudden surge to rez one of the new 'fashionable' animesh greeters on your parcel will lead to people replacing a simple contact triggered floor mat, with some appaling 'animesh lag bot' with horrific RCI (that they wont even bother to check, and laggy scripts, because "everyone who is anyone has a shiny new animesh greeter npc lag bot in their store..."

    Too many people who show concern for RCI on avatars completely ignore the fact that non worn items also have a renderweight. The kind of idiots who'll moan like hell if you wear an avi with an RCI over 80k, while cheerfully rezzing a couple of dozen MILLION in RCI for their build, and then accuse the visitor with the 81k rci of making their place lag.

    It will be like Bento...

    The day Bento officially went 'live' there were 64 pages of 'bento items' on the MP, 60 pages of those appeared to be unrigged mesh, or prims, whose only noticable 'Bento' feature was that they had been edited to attach to one of the new bento attachment points.

    People with no clue running around telling all their friends how 'kewl' bento was and how it allowed [insert non factual tech illiterate gibberish here], unscrupulous merchants rip[ping off gullible people, store telling people they needed to pay 500-1000 ls a pop for a new 'bento shape'.

    If there was a practical way to slap a 500 LI 'surcharge on scripted prim npc's, I'd support that too...

    Those 'raptors' you rezzed for testing...

    Seriously, can you imagine if  there were hundreds of them all with their pathfinding, sensor and AO scripts, chocking a sim up? Choking your client's rendering systems with their RCI, an RCI you CAN'T jellydoll because, they are NOT 'avatars'.I'd want a safe limit on the things wouldn't you?

    In the spirit of not having my post deleted, or my avatar banned from the forums, I'll just say that I do not agree or can even relate with any of this. 

    No, the RCI of an animesh is guaranteed to be considerably lower than any avatar there is. Why, because there are, and will be triangle limits. Avatars also have another RCI costs that the animesh will not.

    Seriously, if every merchant in a mall added 1 animesh to greet people, collectively they would have almost no impact on the experience. 1 stores textures in their little shop would be more data than all the animeshes combined.

    Rezzed objects have land impact costs which is meant to restrict them. Animesh will also, so I don't get your point. If people want to rez a 1 million polygon building, who cares. Their region doesn't walk around SL with me. Put those million polygons on an avatar tho, and now there will be issues.

    Like Bento! I would assume that is a good thing. lol

    Did the conversation switch to the Marketplace? I Don't Care! No relevant!

    Bento is awesome! Why do you care if people want to buy someone else's shape? Again, NOT relevant!

    There is a way to slap a 500LI surcharge on animesh. LL just did it, but 200LI. Again, for testing tho. Good thing you aren't in charge.

    You can rez hundreds of Raptors right now, or close to it. Go try it. Why would animesh need Jellydolls? They have LODs, and a triangle limit. Sounds to me like you just want to be negative.

     

    • Like 4
  5. 16 hours ago, Qie Niangao said:

    (EDIT: Or, wait. Re-reading your post, maybe one could rig a bunch of jellies to different parts of the same skeleton, then play multiple animations simultaneously, the way we can layer them on our avatars -- Animesh supports that, right? -- effectively animating the different jellies separately. Uh... within the constraint of the skeleton topology, I guess.)

    Yep, totally possible!

  6. On ‎10‎/‎23‎/‎2017 at 3:53 AM, Qie Niangao said:

    I'd have loved a way to flex a simpler mesh rather than texture-animate through faces of a more complex one, but it would be crazy irresponsible to foist on viewers a full animated avatar skeleton rig for each little jellyfish. Fun little applications like this are simply never going to be appropriate for Animesh.

    Only bones that move have any kind of measurable effect on the system. Using a full rig, you could rig and animation dozens of jelly fish in the tank, all with simple animations, and a simpler script.

    Texture or mesh swapping is many times less efficient. 1 texture or mesh swap could be dozens of complex animations using every bone in the rig. The scripts to swap out this stuff has to call crap every .1 seconds or so, unlike animesh.

    The triangle count limit and land impact are just initial place holders to ensure the testing regions don't get overloaded. It is likely that triangle counts will be tied to land impact, meaning that a large range of products will be possible.

    The whole point of the user group meeting is to test and figure out the best way to implement this feature. Please come to the meetings.

    Now..... what say you?

  7. 16 minutes ago, Innula Zenovka said:

    Nope, you don't really understand about scripts and lag.   All scripts can do is lag other scripts.

    I didn't specifically talk about lag. That said, if a script never runs, cause there was no time to run it, or you never see the results of it running, that is not a positive result leading to a good experience. If so many things are running that a simple click results in a delayed reaction, most would consider that lag.

    Even the alpha swapping way of simulating motion is very script intense. The script is creating each "keyframe" by having to switch between alphas on meshes. So, every "Keyframe" is handled by the script. With using animation, the script calls the play function to play 1 whole animation, not 1 keyframe. And... the animation, for the most part, is an extremely small amount of data that is being passed around. Even really smooth motion capture animations can be very small files, with hundreds of keyframes.

    Again tho, I'm not a coder.

  8. 19 hours ago, BilliJo Aldrin said:

    Oh joy, something else to cause lag. Just one more thing to derender in some of the lag black holes I go to.

    Ok, well, allow me to explain a bit. 

     

    Of course, just about any feature in SL can be used to create a bad SL experience. The real question is tho, can developer create a better, more efficient virtual item with this new feature? The answer to that is - OMFG YES!

    As far as I understand things, It's really scripts that are the bottle neck for SL. When script are dedicating time to move or rotate objects, then the system has less time to run other scripts. The less and less things that require scripts to move them, the more script resources can be spent on other things.

    I could really go on and on about how much better Animesh is compared to any other ways to make anything move. 

    The best part about Animesh tho, is that it will make Second Life ALIVE

    • Like 4
  9. 1 hour ago, Macrocosm Draegonne said:

    I suppose thats a lot for the server to calculate physics on a moving object, thats also moving multiple avatars, which aren't seated on it.

    Why not have the avatar "seated"? You don't actually have to override their AO with the seated animation. You then also eliminate the need for any physics and the negative results of some aspects of it. I imagine a skeleton that is scaled up super large, to not have issues with how far the elevator bone travels. How the sitting will work tho, is unknown. Like, could we really be specific and sit on a bone? Or attachment of a bone?

    • Like 1
  10. 2 hours ago, Phil Deakins said:

    You never know, Coby. The blog spoke in somewhat general terms. There may be a number of small things that were left out of the blog.

    Here is also texture baking on meshes coming. This will make the default assets more relevant again, and allow creators to layer up their avatars and accessories without adding too much geometry to the avatars. This will also allow the default layering assets to be creatively used on mesh avatars, and in many cases eliminate the need for omega appliers.

    • Like 2
  11. 22 hours ago, Macrocosm Draegonne said:

    Yeah its so intriguing to me :) bento animates so smoothly, is it operating on the same physics setup as general world objects?

    That is the part that I'm not all that sure about. I'm pretty sure that a rigged mesh is not going to have the right physics to make something like an elevator. Maybe, an attachment could do it. Not sure we'll even get attachment on animesh tho. Won't really know until LL releases it. The animesh will have some kind of physics, but how malleable that physics will be I have no idea.

  12. 3 hours ago, Theresa Tennyson said:

    And that still wouldn't have helped make mesh clothing fit because the body would, I presume, still use morphs that mesh clothing couldn't use (unless, of course, they allowed mesh clothing makers to include all the morph data in the meshes that are uploaded to the viewers

    Theresa is exactly right here. And even if LL made a mesh default body at that time, it would have massively failed because of the lack of facial expressions and finger movements. Today, yeah, there is a better argument for LL to make a new LL body with mesh and bento, but I think with many of these new tools, and the leg up the creators have, LL's would also fail. Now, when this new texture baking is released, I think everyone is going to have to upgrade, because the competition will become extremely fierce. Don't be surprised if I'm involved in a new female avatar project.

  13. 2 hours ago, Macrocosm Draegonne said:

    Could this help make elevators, escalators,  moving platforms, obstacles, etc, more smoothly animated too?

    Hmmm, probably could make all those things with animated mesh, but you'd have to work out the pitfalls. I'm not sure about the physics of it all tho. Will have to see when we get our hands on it.

    • Like 1
  14. During the Bento Beta meetings, I brought up the idea of LL making a new system body. The group and LL brought up many good reasons why it would not really fly. I was totally bringing it up for compatibility issues, and a better avatar and clothing market. I have also asked LL to make their newest mesh avatars openly available to us. Meaning, give us the source files, so that we can create accessories for these avatars. Who knows if that will happen.

    In the end, I do think it is better for the community to drive the avatar market. For this market to be better, LL needs to help the creators do the things they want to do with their avatars, like having layers for others to more easily make accessories for them. This is what the upcoming Texture Baking system will do. This will help to almost eliminate the onioning that so many mesh bodies are doing to be able to alpha out parts of their bodies, making those bodies ridiculously inefficient. Oh, and Of Course, Bento make mesh avatars many times better than the actual default avatar.

    As far as the female and male body markets go, and them not being very consumer friendly, I say to all those feeling this way to be patient, and politely express your concerns to the body developers. Markets are constantly changing, especially the avatar market in general. Yes, things are crazy right now, but give the market time to iron all these things out. After texture baking is released, there will be another big change in the market. After that, I would think the market will settle and when the dust clears, the consumer base will have many more options with better compatibility, and more accessories for all, as making these clothing accessories will be vastly more creator friendly.

    Just my thoughts.

     

    • Like 1
  15. 10 minutes ago, Morgan Rosenstar said:

    I hope they're going to take a lot of time before, because there are enough issues with just 3 layers and blending enabled/disabled (the workaround with materials is surprising but I'm not sure it tells much more about what's the problem, does it?).

    I'm not completely sure what you are asking. Materials will not be included in the new texture baking system. The creator can add materials separately. Or, you might need appliers for materials.

×
×
  • Create New...