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Animating and Scripting

Rax Jessop
Registered User
Join date: 24 Dec 2005
Posts: 67
02-14-2006 20:59
I feel that SL should include a more graphical alternative for animating and simple scripting. I don't think people who are as retarted as me when it comes to programming in any aspect should have to kill them selves to get a door to open and shut.

1. Animating should definately be more graphical. I think that there should be a menu, like the build menu for this. Key frames and possible even motion paths would be the best forms of animating. And most of all the objects should then have the animtions built in so you can just tell it to execute it.

2. I think this should be part of the animating menu. Once something is animated, the person would use this to cause the animation to go off under a certain circumstance. you would click on an object and select the animations and the cause of the animations from the menu. You could even save scripts into the menu if you edventually got better, or were a scripter who got lazy.

just say if i need to clarify
Feynt Mistral
Registered User
Join date: 24 Sep 2005
Posts: 551
02-15-2006 01:11
We would all love animation like this, but the issue is that the system you propose would involve a more dynamic animation setup than the game allows. In theory it's a very straight forward request. Move joint A to position 1 at start of animation, move joint A to position 2 after x milliseconds, and so on. Plotting the path with small spheres as you drag an arm into the right spots to represent where all the points should be at what time... But it's a lot of programming, too much in fact, and there have been several failed animation projects by residents trying to make a freeware animator (and there's currently one in the works with promising progress, but it's no Maya and I'm not sure I'd even call it a Poser yet. Though it WILL generate a viable pose for upload).
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