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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
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09-25-2006 06:05
Animation override scripts, from my observation, use timers to check the animation state at regular intervals, which results in little glitches in the effects they are intended to produce.
Might it be useful and possible to have an animation state changing event, which if used in a script, I suppose on a script in an attached object, would get called when the system is through with one animation state and would like to proceed on to the newly needed one.
In other words, when you are walking and thus in the walking animation state, and you press R to go to running state, before the system puts you in running state it would trigger the animation state changing event, allowing you to set the animation to be used in the upcoming animation state.
Hmm, I seem to have added something to the anim state changing event idea, the ability to over ride the animation the system would use in the impending state.
Well, enough for this post, I seem to be falling asleep when it's time to proceed with getting ready for work.
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them.
I can be found on the web by searching for "SuezanneC Baskerville", or go to
http://www.google.com/profiles/suezanne
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http://lindenlab.tribe.net/ created on 11/19/03.
Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard, Robin, and Ryan
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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09-25-2006 06:56
Mostly related I think, but I posted a thread for an agent_info() event that would trigger when a specified avatar's agent info flags change. 99% of the time this will tell you when their animation has changed (ie they're not sitting anymore) or whatever. But yeah, something to detect when the an avatar's animations have changed as well would be quite useful.
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Zi Ree
Mrrrew!
Join date: 25 Feb 2006
Posts: 723
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09-25-2006 07:27
For animation overriders it would make most sense to simply be able to replace the default animations with custom made ones. Then there wouldn't be the need for a single script. http://secondlife.com/vote/get_feature.php?get_id=381http://secondlife.com/vote/get_feature.php?get_id=67
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Zi! (SuSE Linux 10.2, Kernel 2.6.13-15, AMD64 3200+, 2GB RAM, NVidia GeForce 7800GS 512MB (AGP), KDE 3.5.5, Second Life 1.13.1 (6) alpha soon beta thingie) Blog: http://ziree.wordpress.com/ - QAvimator: http://qavimator.orgSecond Life Linux Users Group IRC Channel: irc.freenode.org #secondlifelug
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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
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09-25-2006 13:43
Certainly it would be nice to be able to replace the default animations, although there might be some problems getting the custom animations loaded. The default animations are stored permanently on one's hard drive and don't need to get sent from the servers, I believe. If the event I suggested got the ability to replace the upcoming state's associated animation, that would have the same problem. But even with the ability to simply change default animations one could make use of an animation state changing event, to do things pertinent to animation state other than animation changing.
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them.
I can be found on the web by searching for "SuezanneC Baskerville", or go to
http://www.google.com/profiles/suezanne
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http://lindenlab.tribe.net/ created on 11/19/03.
Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard, Robin, and Ryan
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