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Quadrupedial Avatars!

Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
09-29-2004 16:49
Please please pleeeeeeeeeeease? :D
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Morgaine Dinova
Active Carbon Unit
Join date: 25 Aug 2004
Posts: 968
Not quadruped -- generic avatars instead.
09-29-2004 20:19
That's a bit limited though, Cross.

How about calling for something a lot more general, so that it can be employed for avian avatars, starfish, tumbleweeds, arbitrary aliens, and anything else that we loonies dream up?

This can be done in a large number of very different ways, but one approach that I like for its symmetry is to use a skeletal multi-armed star with at least 15 radials, each radial having at least 6 segments, ie. 5 joints apiece. A dog or a horse would typically use 7 or 8 radials, a flying pegasus maybe 10 or 12. With 15, you could even give your ears and nostrils their own degrees of freedom.

That's actually pretty easy to do, and it would even be easy for users to configure into their desired wierd av shapes. The complementary task of defining an outer mesh attached to the radials is a bit more difficult because you have to specify not just shape but also attachment/deformational constraints. However, the hard effort would be done by the players, whereas the implementation of such a generic avatar model by LL would actually be relatively straightforward because of its symmetry, and therefore feasible.

There is one common macroscale living form that cannot easily be modelled by a multi-armed star though, and that's the snake. So, let's have a special model just for that. The design is pretty obvious in this case. :-)
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
09-29-2004 22:26
Bandwidth

I think the major obstical is bandwidth. The client sends about 2 dozen 8-bit integers and 5->7 keys for textures, attachment keys and animation keys. The overal av description currently should be pretty short. If custom skeletons were added it would add to overhead. What could be done is add skeletons that could then be configured in the normal ways. That wouldn't much things up to much (as the clients would already have the base skeleton files already).

So i'm all four Quadrupedial av skeletons.
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Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
09-30-2004 04:46
But what about arthropods ?
Ryen Jade
This is a takeover!
Join date: 21 Jun 2003
Posts: 1,329
09-30-2004 08:08
Well in that case I want 4 arms and 2 legs.

Go ganesh!
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Marcos Fonzarelli
You are not Marcos
Join date: 26 Feb 2004
Posts: 748
09-30-2004 10:55
I'd be happy if we could just stretch our avatars a bit more.

Wider shoulders and hips, and smaller joints.
Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
09-30-2004 13:30
Now I wanna make a trichordate avatar. I miss SimEarth. :D
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Psyra Extraordinaire
Corra Nacunda Chieftain
Join date: 24 Jul 2004
Posts: 1,533
Quad idears
09-30-2004 14:46
Actually, just allowing joints on attachments to function would fix some of this. And thusly, just being able to script the back legs to animate when you walk... itself would be a vast improvement. ^_^

Clio Anansi's centaurs are the first step, IMHO. :>
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
09-30-2004 19:55
Yes i support six legged av's too but how am i supposed to make a pun about them? the situation makes me six.

8 could be fun...


*wanders where he put that giant fly swatter*
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Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river.
- Cyril Connolly

Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence.
- James Nachtwey
Morgaine Dinova
Active Carbon Unit
Join date: 25 Aug 2004
Posts: 968
10-01-2004 16:33
So, people wanted 4, now they want 6 .... :-)

Just be generic, otherwise there is no end to it. 15 is a very low limit anyway, and the actual number of radials used can itself be a parameter. It would be no slower for people wanting quadrupeds than a fixed quad-limb solution.
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Ferran Brodsky
Better living through rum
Join date: 3 Feb 2004
Posts: 821
10-03-2004 16:50
Quadroped? psssst animations *wink*
Spuds Milk
Registered User
Join date: 28 Sep 2004
Posts: 94
quadrapeds
10-11-2004 14:55
I _think_ this can be done currently, using the existing skeleton.


make arms and legs the same lengh, then (this is the hard part) get anim of walking with arms and legs.


This puts the knees and elbow's backwards to a real quadraped, but's it's close enough

Think it'd look more realistic for a small quadraped, than a long-legged one though
Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
10-11-2004 15:30
Actually, I'm pretty sure all quadrupedial animals' limbs bend in the same directions ours do. The bone lengths and such are different, which is kinda why it looks like a dog's knee bends backwards; it doesn't, that's their ankle that you're looking at. :)

Hey, that reminds me. If I attach prims to my av's footies, does she get taller? :D
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Osprey Therian
I want capslocklock
Join date: 6 Jul 2004
Posts: 5,049
10-11-2004 15:52
Yes, true. The hock on a horse (or dog, etc.) would be our heel.
Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
10-11-2004 21:07
I'd love to see a veriaty of avatar skeletal types. :)
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Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
10-12-2004 13:09
Cross, all objects become phantom when attached, so they won't make your av taller if you attach them to your feet. However, it is possible to make animations that raise the av off the ground by a certain amount.

Are you considering trying out digitigrade legs? I use invisiprims on my av's legs to achieve that effect quite nicely. If you're interested, I've got a free moddable invisiprim at my home in Tilitr, complete with instructions on usage.

I've actually thought about doing four-legged animations before, but I'm not about to spend big $$$ on Poser just so I can make SL anims. The free 3D package Blender has BVH import/export, and I found a Poser-2-model BVH to start with, so I might see what I can do with that. Don't hold your breath, though. :p