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DracosBlackwing Xingjian
Registered User
Join date: 5 Oct 2005
Posts: 8
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12-10-2005 12:02
Is it possible to make a system by which the various body positions could be reassigned to prims for a custom avatar build?
For example, if you make a custom hand prim, then you could assign the hand attach point to it, and items attached to that spot would go to the prim, rather than to the base avatars hand, allowing you to make larger than normal avatars and they equip them with items.
This would cover all the various locations, such as head, shoulder, chest, spine, hips, upper and lower arms and legs, feet, hands, etc.
Also I think that since they are so popular, there should be attach points that can be assigned for wings and tails. These would be more of a specific assignment for people who had these parts, and could be placed within the wings or tail in question, allowing things to be attached to those parts.
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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12-10-2005 12:48
Yep, that first part is doable. In fact, I wrote a hack a while ago that animates prims with the same files avatars use. Difference being the actual "avatar" could be whatever you wanted. Problem was, this was completely driven by scripts. So along with being laggy on the sim, it also had issues with the 16k size limit for scripts. And user friendliness in it is more or less nonexistant. So. Yeah, it's doable. Forseeable in the near future, not really. As for more attach points, historically I'm a naysayer of adding more of them, since many people abuse the existing function (read: 255 prims per joint). That said, a "wings" and "tail" attach point are two of the biggest feature requests on these boards, up there with rounded cubes, offline building, and 3D model imports. All of which are really not on the table, I don't think. 
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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12-10-2005 15:18
The wings and tail attachment points are also ones that could be the first "joints" to allow client-side scripted animations... leftRotation = llEulerToRot(<0,0,-5> * DEG_TO_RAD); rightRotation = llEulerToRot(<0,0,5> * DEG_TO_RAD); llAnimateJoint(JOINT_TAIL, ANIM_SMOOTH, 2.0, [0.0, leftRotation, 1.0, rightRotation, 2.0, leftRotation]); // List of time, angle pairs, smooth motion between these angles.
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