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"Skeleton" body part

n00body Cain
Primitar
Join date: 19 Apr 2005
Posts: 20
04-17-2006 13:08
____With as much as everyone uses Animation Overrider gadgets, I believe that LL should make a body part specifically designed for handling standard animations for AVs. This seems both necessary and fitting as it would allow greater ease and control with managing animations. Having the system play the animations automatically would be far more efficient than intercepting and replacing the defaults on the fly. There's also the subtle added bonus of having fewer active scripts in a sim for each resident that would normally be wearing them (especially good for the club-goers where every last bit of performance is a plus). Last but not least, it will make them more accessible to new residents, since they will be integrated into the AV customization UI.
____Beyond this, it could eventually integrate some fancy things, like disabling animations when sitting on pose balls or stands. Or perhaps blending animations together for greater flexibility.
____For the UI, it could be like the current slider, entry box, and preview system. However, each entry would be an animation state, with its current animation. The preview boxes would show the beginning and end of an their assigned animation. Then the slider being moved would cause the actual AV to animate to whichever frame of the animation the slider happens to be on. The entry box will still be there for advancing the animation via entered values. And you would load each animation by clicking the state button and selecting from inventory. All this adds up to an inteface that maintains consistency with the current edit menus, but still provides the necessary functionality.

For those who can't picture it, here's a mock-up I made. It's not perfect, but the basic design is there:
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
04-18-2006 16:28
You need to have llSetSkeletonAnimation(string animation, integer state); if you want to replace AOs.