1) Multi-person animation items
- As these aren't tied to a single avatar, to play them you need information passed when they are played:
- animation name
- list of avatars (give too many, extras ignored, too few and some parts aren't filled - one hand shaking)
- a location and rotation in region coordinates
- animation name
- in a handshake, only the two avatar's right hand tags would be set to animate
- the right hands would move toward the target location
- if the arm reaches full extention and the hand isn't in position yet, the avatar's position is adjusted to close the gap, automatically activating the avatar's walk animation in the process
- when the hands are in the animation's starting position, the animation starts
- once the animation has ended, the avatar's hand blend back into their standard (or overridden) positions
2) Hard and soft blending of animations
- The existing priority system works for hard mixing animations on separate parts of the skeleton...
- ...But we also need a way to soft blend two animations over the same joints
- This could only be done with in-game tools (unless a 3rd party program was later made)
- Needs an animation UI tool to step through an animation's keyframes and tweek them
- The tweeks become a new BVH file where the tweeks are variations from the default pose
- So someone could adjust an existing animation without modifying it
- a "scratch head" animation might not account for an avatar's prim head, for example
- load the animation into the tweeker UI, load or create a new offset animation as well
- step through the animation moving the avatar's joints where needed
- the offsets are saved to the second animation object.
- when done, you can re-create the correct behavior by playing both animations at once
- a "scratch head" animation might not account for an avatar's prim head, for example
3) All system animations need a UI to replace them
- This won't affect the AO market, since that is mostly open-source
- It's just common sense!
- Give me a list of system animation triggers and I'll assign one or more animations to each
- Nuff' said.
4) Ragdoll on individual joints
- This would break away from the BVH model, unfortunately... Unless there's a way I don't know.
- If all the left arm joints can be marked as "ragdolled", then limpness can be incorporated into animations
- (Not THAT sort of limpness!)
- Also, whole-body ragdoll frames can be added into an animation
- "explosion_throw" animation...
- solid keyframes starting the knocked-back-off-your-feet animation
- then ragdoll is turned on and the momentum started in the animation throws the avatar backwards
- "explosion_throw" animation...
Everything above that applies to animations also applies to single-frame animations, or poses. By combining an existing pose with your own custom offset pose, you can adjust how your avatar sits in a chair or "cuddles" with another avatar. This gets around the all-too-common problem of one-size-fits-all animations NOT fitting all.
I also suggest expanding the avatar body part size appearance sliders to go with all this. Then people could make "Tinies" entirely in-world, from scratch, with all animations, etc. (As well as who knows what other creative ideas...)
~ Tiger Crossing
EDIT: Sorry about the previous bad formating... Back from meeting now, and I've fixed it.