Heirarchical / Tree-based Linking & Move Sitting Avatar on script-moved prims
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Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
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09-15-2005 02:55
Proposal includes:
1. Hierarchical Linking (Tree-based linking)
a. Essentially, organize primitives in a tree / heirarchical set. b. Branches could be trimmed off or added, removed, or re-ordered. c. Individual prims could be edited, or entire branches. d. Scripting linking could be altered to allow scripts to affect entire branches with sub-branches, or a list of branches. (Along with 1.7's movable attachment prims, would greatly improve ease-of-use and functionality of this new feature!)
2. Move sitting AV on script-moved prim
- Currently, Avatars sitting on prims are not moved if the prim is moved by a script. - Since moving them by hand will move the AV, it makes sense that the script method should work the same way. - This would allow new features for vehicles, seating, carnival rides, and combat games.
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Hiro Pendragon ------------------ http://www.involve3d.com - Involve - Metaverse / Emerging Media Studio
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Ben Bacon
Registered User
Join date: 14 Jul 2005
Posts: 809
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09-15-2005 03:55
can we merge this with prop 16?
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Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
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09-15-2005 09:06
From: Ben Bacon can we merge this with prop 16? Merge? Sure. Substitute old one? No. The original was far less than what I'm proposing.
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Hiro Pendragon ------------------ http://www.involve3d.com - Involve - Metaverse / Emerging Media Studio
Visit my SL blog: http://secondtense.blogspot.com
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Csven Concord
*
Join date: 19 Mar 2005
Posts: 1,015
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09-15-2005 11:06
Hierarchy would be nice.
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
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09-15-2005 11:22
I've only been asking for it for two years...
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~ Tiger Crossing ~ (Nonsanity)
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Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
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09-15-2005 11:46
From: Tiger Crossing I've only been asking for it for two years... Yeah, a bunch of us have. I think we've got potential with 1.7's moving attachments.
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Hiro Pendragon ------------------ http://www.involve3d.com - Involve - Metaverse / Emerging Media Studio
Visit my SL blog: http://secondtense.blogspot.com
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Ezequal Torgeson
Geometry God
Join date: 5 Jun 2004
Posts: 93
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06-01-2006 12:05
/dig /dig /dig
/dust off
/bump
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"It was a 'yes' or 'no' question but all im getting is 'blah blah blah'  " "Perfect? No ones perfect ... except fo mee  " "I make guns for a living ... you were saying something?  " Vote Prop 607: Tree/Heirarchy based LinkingVote Prop 404: Low Density Sims
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
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06-01-2006 12:45
You wish...
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~ Tiger Crossing ~ (Nonsanity)
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Ezequal Torgeson
Geometry God
Join date: 5 Jun 2004
Posts: 93
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06-01-2006 12:48
Mabey so but no one will blame me for trying 
_____________________
"It was a 'yes' or 'no' question but all im getting is 'blah blah blah'  " "Perfect? No ones perfect ... except fo mee  " "I make guns for a living ... you were saying something?  " Vote Prop 607: Tree/Heirarchy based LinkingVote Prop 404: Low Density Sims
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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06-02-2006 02:32
I want this too, especially being able to have an avatar on a sit-target of a child prim move with the child-prim. Hierarchy would be neat, but not a huge concern of mine atm.
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Computer (Mac Pro): 2 x Quad Core 3.2ghz Xeon 10gb DDR2 800mhz FB-DIMMS 4 x 750gb, 32mb cache hard-drives (RAID-0/striped) NVidia GeForce 8800GT (512mb)
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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06-03-2006 09:21
Just tried to do something where the hierarchial model would have been really helpful actually. I'm assuming what you mean is like linked-sets of linked-sets? e.g:- Haravikk's Complicated Head: 1 - Prim 1 2 - Prim 2 3 - Prim 3 4 - Haravikk's Left Ear 1 - Ear Prim 1 2 - Ear Prim 2 5 - Haravikk's Right Ear 1 - Ear Prim 1 2 - Ear Prim 2 So the end result is that if I rotate the head, the whole head moves, but if a script in my ear attempts to move the ear, then it moves all the ear prims in a single movement? I just tried to do an attachment with static root prims, and moving parts, the moving part is quite prim heavy so having each piece move independantly doesn't do so in sync and looks horrible. While if I could have manipulated the entire moving piece as though it were a single prim, it would have been perfect? It probably wouldn't be all that hard to do actually provided it didn't affect existing objects. Every time you link a linked-set to something, it becomes essentially a child-prim of what you linked to, but it has it's own root for scriptings and such. Would have to watch out for scripting things like rotation, but it would be pretty awesome now that I think about it.
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Computer (Mac Pro): 2 x Quad Core 3.2ghz Xeon 10gb DDR2 800mhz FB-DIMMS 4 x 750gb, 32mb cache hard-drives (RAID-0/striped) NVidia GeForce 8800GT (512mb)
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