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In game pose maker

Rebbeca Baldwin
¿?
Join date: 26 Apr 2004
Posts: 49
04-15-2005 07:09
In the past I played in another 3D world simular to Second Life,it had a very interesting built in pose making program.When opening the program a window with a representation of your avatar opened,you could then click on a joint and move it one of two ways,by clicking and dragging or by typing in XYZ values.In addition to seeing the dummy in the window,you could also see your avatar move in real time,very handy for making exact poses.

This program could be used to make either static or animated poses,a static pose was a simple matter of saving a file to a folder,animated poses required making a list of static poses and saving that file.I suppose it was very much like Poser,although I really don't know since I have not used Poser.

I would like to see a feature like this implemented in Second Life,please discuss.

I just found a simular proposal to mine,since I had the only vote for my proposal I abandoned it and would like to encourage anyone interested in this to vote under this proposal.
Vote here:https://secondlife.com/vote/get_feature.php?get_id=98
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
04-15-2005 07:51
This has been suggested before. I believe the concensus, as far as LL is concerned, is that this is an unnecessary task. Much like users import textures, sounds, etc from external software, so should it be the case here. What you're asking would place unnecessary overhead on LL, when they have many other things to take care of.

However, one can make the argument that the way animations work in Second Life needs better synching with how they're presented in programs like Poser. This is due to a few bugs relating to how the system handles the files, and should be corrected.
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Escort DeFarge
Together
Join date: 18 Nov 2004
Posts: 681
04-15-2005 08:39
...but it would be a damned fine thing if you could do it tho...

/esc
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Caleb Moreau
Original Kewlip!
Join date: 14 Jan 2005
Posts: 278
04-15-2005 14:14
...Especially for those who can't afford things like Poser, and either can't or won't "Find it" somewhere. On the other hand, I suppose it provides opportunities for those WITH such programs, so.. Yeah. I think It'd be cool to have an in-game pose-maker, personally, but not if it's currently impractical to do so.
William Withnail
Gentleman Adventurer
Join date: 11 Sep 2004
Posts: 154
04-15-2005 16:58
From: Jeffrey Gomez
This has been suggested before. I believe the concensus, as far as LL is concerned, is that this is an unnecessary task. Much like users import textures, sounds, etc from external software, so should it be the case here. What you're asking would place unnecessary overhead on LL, when they have many other things to take care of.


By that argument, in-world building tools should be unnecessary as well. Players could just use a 3d editing program to create prims and objects, then bring them inworld.

LL made in-world editing tools for a reason. Perhaps it's time to expand them to include tools for editing animations, textures, etc.

More in-world editing tools means greater immersion and greater opportunity for collaboration. With those, come community building and word of mouth marketing.
Zeno Concord
To infinity, and beyond!
Join date: 28 Mar 2005
Posts: 51
Posing and animating objects as well as avatars
04-16-2005 10:54
From: William Withnail
More in-world editing tools means greater immersion and greater opportunity for collaboration. With those, come community building and word of mouth marketing.


I'm with you on this. I don't think it should be very hard to just support a simple pose editing interface. Note that we are not talking about 3D mesh editing that is necessary to build skins, and is much more difficult to implement.

Posing and animation sequences should apply not only to avatars but to any object that can be built with a similar structure. We have the basic hinge now, and what are we but a bunch of hinged bones with a skin wrapper? We need to be able to set the angles of hinges, so why not apply that to the joints of avatar skeletons as well?

We have the gesture editor now which allows us to compose animations, combined with sounds and I don't know what else (really I don't :-). It is not the most convenient interface for complex animations composed of a sequence of poses, but it is a great start.

So I don't think it should be a long stretch to support this powerful feature. At the same time, I do agree that there are some other priorities that should probably be higher since there are enough people able to compose poses outside of SL that we can get by for now.
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
04-16-2005 13:30
From: William Withnail
By that argument, in-world building tools should be unnecessary as well. Players could just use a 3d editing program to create prims and objects, then bring them inworld.

Untrue, actually. The in-world system of building is there because 3D meshes could not be streamed fast enough in the current timeframe and because LL needed a logical system of resource management. Hence, prims were formed.

Since no proprietary software I know of emulates their prim system, it required its own system to be created within Second Life. QED.

Now, not to say I wouldn't love to see this stuff in-world, since it seems you're all rallied against me on this. Rather, I would like to see you folks justify the cost to LL to put something like this live besides "well, I can't afford Poser."

Managing that is the real problem. :)
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
04-16-2005 13:33
From: Zeno Concord
Posing and animation sequences should apply not only to avatars but to any object that can be built with a similar structure. We have the basic hinge now, and what are we but a bunch of hinged bones with a skin wrapper? We need to be able to set the angles of hinges, so why not apply that to the joints of avatar skeletons as well?

BVH-to-Prim Importer

Oh, and an unnamed Linden said they wanted to do this kind of thing as a feature. :)

And while we're on the subject, for William: 3D Model Importer

The max for a sim is roughly 15,000 polygons on one object. Granted, that's with a lot of unneccessary information via the prim system, but we have a long way to go yet. :(
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Rebbeca Baldwin
¿?
Join date: 26 Apr 2004
Posts: 49
04-18-2005 05:38
I don't think the cost for implementing this feature would be all that much.The game I referred to in my original post is made by a small German company with a limited budget.Think about it,all the joint angle information is already streamed to us anytime a avatar is in view,all thats needed is a interface to control the angles in real time.Animations may be a bit more involved to implement,but surely static poses can't be all that hard.

The main reason I want to see this,beyond the expense of Poser is for making precise poses and animations,particularly those between avatars,IE dancing,holding hands,etc.(get your mind out of the gutter,,,lol). Poser is a good program from what I know of it,but as far as I know you can't import a model of your personal avatar into it,thus making precise poses difficult if not impossible.
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
04-18-2005 07:40
From: Rebbeca Baldwin
I don't think the cost for implementing this feature would be all that much.The game I referred to in my original post is made by a small German company with a limited budget.Think about it,all the joint angle information is already streamed to us anytime a avatar is in view,all thats needed is a interface to control the angles in real time.Animations may be a bit more involved to implement,but surely static poses can't be all that hard.

Having done a fair deal of this coding before, I'm not so sure. Speaking in terms of money, a small German company might be able to pull off that kind of development... but when you have coders already salaried at X dollars per hour on the payroll, it's a bit more difficult.

Furthermore, while the joint information is readily available, simulating kinematics to create poses in real time would require a fair deal of coding, increasing the "bulk" of the client considerably.

From: Rebbeca Baldwin
The main reason I want to see this,beyond the expense of Poser is for making precise poses and animations,particularly those between avatars,IE dancing,holding hands,etc.(get your mind out of the gutter,,,lol). Poser is a good program from what I know of it,but as far as I know you can't import a model of your personal avatar into it,thus making precise poses difficult if not impossible.

This is a more valid argument to make. While the avatar meshes are available as templates, the individual offsets of each joint are difficult to emulate with a mesh alone. However... if joint offset data were made more readily available, you could just input that into the default Poser figure.

I'd do it myself, but this kind of data isn't available through LSL. :)
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Nashville Rambler
Pilgrim
Join date: 20 Mar 2005
Posts: 51
04-18-2005 13:17
From: Rebbeca Baldwin
In the past I played in another 3D world simular to Second Life, ti had a very interesting built in pose making program

What is that world, Rebecca?
Maybe we could find how they did it and help LL with it, if LL wants that in SL.
Nashville Rambler
Pilgrim
Join date: 20 Mar 2005
Posts: 51
04-18-2005 13:29
From: Jeffrey Gomez
This has been suggested before. I believe the concensus, as far as LL is concerned, is that this is an unnecessary task. Much like users import textures, sounds, etc from external software, so should it be the case here. What you're asking would place unnecessary overhead on LL, when they have many other things to take care of.

However, one can make the argument that the way animations work in Second Life needs better synching with how they're presented in programs like Poser. This is due to a few bugs relating to how the system handles the files, and should be corrected.


I agree! A poser semi-clone, in-game, is unnecessary. Let's fix what's broken, or add hooks for functionality for which there is currently no support at all, in SL.

People can download Poser, and if it is useful to them in SL, it shouldn't be too hard to use it to earn enough FL money to buy Poser. My wife is putting her work where my mouth is, and doing that herself. She's a professional artist, I'm a professional programmer She'll give them bodies, and I'll give them brains, hehe! We already have many orders for certain creations! :-) Join us, let Curious Labs let you 'borrow' Poser, so that you can become able to buy it from them! :-)
Nashville Rambler
Pilgrim
Join date: 20 Mar 2005
Posts: 51
04-18-2005 13:41
From: Caleb Moreau
...Especially for those who can't afford things like Poser, and either can't or won't "Find it" somewhere. On the other hand, I suppose it provides opportunities for those WITH such programs, so.. Yeah. I think It'd be cool to have an in-game pose-maker, personally, but not if it's currently impractical to do so.


Poser's developer invites you to try it out for free!
By "...won't 'find' it...", I am guessing that you mean "won't pirate it".
Well, good news:
You can have Poser for free, for a while, and keep your integrity too! You can download for free a fully-functional, time-limited trial of Poser, from it's developer at:
http://www.curiouslabs.com/go/downloads/freetrials
Caleb Moreau
Original Kewlip!
Join date: 14 Jan 2005
Posts: 278
04-18-2005 13:50
From: Nashville Rambler
By "...won't 'find' it...", I am guessing that you mean "won't pirate it".
Well, good news:
You can have Poser for free, for a while, and keep your integrity too! You can download for free a fully-functional, time-limited trial of Poser, from it's developer at:
http://www.curiouslabs.com/go/downloads/freetrials


Egads! That's neat. Thanks. ^.^
Nashville Rambler
Pilgrim
Join date: 20 Mar 2005
Posts: 51
04-18-2005 14:20
From: Rebbeca Baldwin
In the past I played in another 3D world simular to Second Life,it had a very interesting built in pose making program.


What was that world, Rebecca? Perhaps we could find how they do it, and help LL! :-)

BTW, Rebecca, you can get Poser from Curious Labs for free. You can use it, make FL money with your creations, and then buy it for yourself. :-)
http://www.curiouslabs.com/go/downloads/freetrials
Nashville Rambler
Pilgrim
Join date: 20 Mar 2005
Posts: 51
Making $ for you, Linden Labs *and* Curious Labs!
04-18-2005 14:28
From: Caleb Moreau
...Especially for those who can't afford things like Poser, and either can't or won't "Find it" somewhere. On the other hand, I suppose it provides opportunities for those WITH such programs, so.. Yeah. I think It'd be cool to have an in-game pose-maker, personally, but not if it's currently impractical to do so.


Thank you for acknowledging that some of us here are trying to make money with our skills and tools! I'm a programmer and my wife is an artist, whose (several) jobs kept getting victimized by one or another aspect of the "New Economy". We're trying to support a family of eight. We are planning on working within the framework of SL, to make that living by building nice things for people. We plan to let folks "Sell/GiveAway", so that when they are tired of something that they bought from us, they aren't stuck with it, and someone else gets to benefit. :-)
Again, thank you for your thoughtful attitude, Caleb. <smile>

Poser is free for time-limited use. If your ideas are so good, that LL should build a Poser semi-clone for you, so that you can use such a thing for free, then the must be good enough to make things that are cool enough to make the FL money to buy your very own. :-)

http://www.curiouslabs.com/go/downloads/freetrials
Rebbeca Baldwin
¿?
Join date: 26 Apr 2004
Posts: 49
04-18-2005 14:58
I agree with all of you that things that are broken now should be fixed first,post a feature suggestion on all of them if you wish.This is just a feature that I personally would love to see since I have seen whats possible with a interface of this type.IE no avatar to avatar penetration problems(unless thats what your after,*wink*)

My main point in posting this was to make exact/precise poses and animations a possibility in Second Life.If the coding required is to expensive or labor intensive to do,then maybe we should ask for the ability to export a file for our personal avatars that could be used in Poser.Even that would fall short of my original suggestion unless there is a way to have two models present in Poser, I have no idea if it's possible,maybe a Poser user could enlighten us on that.Personally I would pay the price for Poser if we could import exact replicas of our avatars,not just my own,but other peoples as well,and if having two models ( or more ) in Poser is possible.

To Nashville,though I havent tried the Poser free trial I have heard from other people that the trial is fully funtional up to the point of actually exporting a BVH file,which makes the trial useless if you want to export poses.I will IM you in game with the name of the program that has this as a built in feature,would rather not post it here.