Hi Ramesh,

Can you point to a source where I might read about Humble, NPC, and SL?  I am 
curious about what his plans might entail.

Cheers,

Chris
  ----- Original Message ----- 
  From: Dr Ramesh Ramloll 
  To: [email protected] 
  Sent: Tuesday, January 17, 2012 12:21 PM
  Subject: Re: [Opensim-users] Playing a series of animations back to back to 
create a long one


  Hi Markus,
  I did not think about stopping an anim as soon as it starts, that could be a 
good possible solution for pre loading. The NPC soln is cool too (I did think 
about this option), but am waiting to see what Linden Lab's Humble will produce 
in terms of NPC in Second Life. He promised that it will be easy to be bring in 
non-player characters and I hope it won't be just a prim with preset path 
finding algos...but an actual avatar will full capabilities.
  R


  On Tue, Jan 17, 2012 at 5:00 AM, Marcus Llewellyn 
<[email protected]> wrote:


    It occurs to me that a possible workaround would be to use an 
invisible/hidden NPC or bot that was within range. Just have it cycle though 
and play the animations before the initial actual performance.  I'm guessing it 
wouldn't even need to play completely through any single animation, but just 
start and then stop each in semi- rapid succession. This should cause any 
viewer nearby to download and cache the animation.

    I wouldn't call this ideal... you can hide the NPC, but not it's nametag or 
the fact that it'll show up on people's radars, and it isn't something I've 
actually tried myself.

    Marcus


    1/16/2012 3:46 PM, Justin Clark-Casey wrote:

      I was curious about this topic so I did do a quick google "animation 
delay second life"

      From the look of [1], it seems that this is an unresolved problem with 
Second Life in general, unless some other animation preload function has been 
implemented in the meantime.

      My purely hypothetical guess is that the viewer is told the animation 
reference ID and only then loads it from the simulator if it doesn't have it, 
resulting in the delay.

      On 13/01/12 17:19, Dr Ramesh Ramloll wrote:

        Hey there, since we are on the topic of AOs, I thought I could just 
drop this question. When I try to play a series of
        animations one after the other to create a long one (potentially 
without any time limits), during the first pass ...
        there are jumps between the individual animation segments. Is there 
some kind of hack to preload animations so that when
        they do get played the first, the whole animation seems fluid. Things 
do work perfectly fine after the first pass
        though... but for users, it must annoying ... for machinima makers, 
it's ok, we can ignore the silliness to happen
        during the first pass and then record during the second one ...any 
ideas/thoughts?

        -- 
        'Consider how the lilies grow. They do not labor or spin.'
        *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate 
/Research Associate Professor/, Idaho State University,
        Pocatello, ID 83209 Tel: 208-240-0040
        Blog <http://deepsemaphore.posterous.com/>, LinkedIn 
<http://www.linkedin.com/in/rameshramloll>, DeepSemaphore LLC
        <http://www.deepsemaphore.com>, Google+ profile 
<https://plus.google.com/103652369558830540272/about>



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  -- 
  'Consider how the lilies grow. They do not labor or spin.'
  Rameshsharma Ramloll PhD, CEO CTO DeepSemaphore LLC, Affiliate Research 
Associate Professor, Idaho State University, Pocatello, ID 83209 Tel: 
208-240-0040

  Blog, LinkedIn, DeepSemaphore LLC, Google+ profile




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