custom anims for 'generics'?
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Siggy Romulus
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Join date: 22 Sep 2003
Posts: 5,711
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06-18-2004 22:46
Now that we have custom animations, I'm sure theres a bunch of people wanting to sit, fly, walk using thier own animations..
A nice feature might be the ability to assign an animation to these actions, overriding the things like the default sit etc.
(or can we already do with without script assistance?)
Siggy.
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Goshua Lament
Registered User
Join date: 25 Dec 2003
Posts: 703
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06-19-2004 08:51
Great idea. I would like to see this as an extenstion of the gestures panel. Maybe you could even save a "Gestures" file in the clothing folder for that av. Then av's could be really customized. I also want to have an exit animation play when you die.
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Ryen Jade
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Join date: 21 Jun 2003
Posts: 1,329
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06-19-2004 09:59
Someone give me the animations and ill do the script  I have already heard alot about this.
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Jon Morgan
Senior Member
Join date: 28 May 2004
Posts: 174
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06-19-2004 16:57
I agree, but this shouldn't be limited to scripting. It should be integrated with the game. After all, we already have the custom animation functionality. How hard is it to create a user interface to map specific animations to the avatar's walking, running, turning left, turning right, flying up, hovering, flying down, and so forth? Perhaps there's a lot we're missing here. For instance, when you're seated, your legs don't animate at all (unless they're scripted). Maybe this means that there is a significant technical limitation to keep this feature from happening? Then again, maybe not. 
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Siggy Romulus
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Join date: 22 Sep 2003
Posts: 5,711
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06-19-2004 23:17
From: someone Originally posted by Ryen Jade Someone give me the animations and ill do the script I have already heard alot about this. This was the point - I could script it myself... the idea was 'wouldn't it be a nice feature to have to NOT script' -- make your anims, attach them to a few generic actions like fly, sit, and walk... just click from list of anims as you would a gesture, overriding the defaults. Siggy.
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Siggy Romulus
DILLIGAF
Join date: 22 Sep 2003
Posts: 5,711
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06-19-2004 23:20
From: someone Originally posted by Jon Morgan I agree, but this shouldn't be limited to scripting. It should be integrated with the game.
After all, we already have the custom animation functionality. How hard is it to create a user interface to map specific animations to the avatar's walking, running, turning left, turning right, flying up, hovering, flying down, and so forth?
Perhaps there's a lot we're missing here. For instance, when you're seated, your legs don't animate at all (unless they're scripted). Maybe this means that there is a significant technical limitation to keep this feature from happening?
Then again, maybe not. I don't think so, when I'm sitting I can stop the sit animation and run any animation I choose.. flying, standing, hovering, dancing.. and have my legs move. If I run say a dance animation over top of the sit anim, then they stay still.. running a different anim instead of sit would fall into a case like the former I would believe.. Where is Michi on this anyways, I thought she'd be all over this suggestion like fur on a weasle  Siggy.
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
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06-20-2004 19:06
My suggestion is, and always has, and probly will be.
Add keys to an .ini these keys will be UUID keys that point to the default animations, then allow users to change these keys to the UUID keys of custom animations they have uploaded, then the client consults the .ini either on startup or on each instance of the animation as to what animation to send.
Simple enough, it seems they are already doing this as the keys and names now appear in viewart.ini, so I say give it awhile and most likely we'll be able to replace those.
And no .ini != LOCAL ONLY. If it did, there would be no point for having the keys in that .ini as they currently are, because the keys weren't there in previous versions, so whats the point?
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Kex Godel
Master Slacker
Join date: 14 Nov 2003
Posts: 869
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06-22-2004 06:57
I believe that this feature is already on it's way.
It was said in a town hall some time ago that custom animations would be implemented in two distinct updates. We've only seen the first step with 1.4, so it seems that the obvious next step is the ability to "override" the posture-state idle animations.
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Jazmiin Parx
Registered User
Join date: 17 Jun 2008
Posts: 17
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07-20-2008 01:07
This thread is so old, yet LL still hasn't added this (seemingly easy) feature.
Yes! We should have the ability to just implement default animations for our avatar. Let AOs be the rare changes we require, but we should be able to just implement default animations, why use AOs when we can do it through the actual SL UI?
Come on LL!
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