I think I will download the source code and have a go at it.
Thanks
Sat
On 3/5/2012 9:08 PM, Gudule Lapointe wrote:
I am not quite sure about the detailed protocol between server and
client for animation, so I would be happy if someone smarter on this
field can confirm or correct...
What I am sure is
- client can play the animation if it's included in the client
software or sent by the server
- script can send the animation only if it's inside the prim where the
script resides.
That is: first steps needed to animate an avatar
After the avatar has confirmed and accepted the animation, there is a
protocol, which is certainly more complicate, to deploy this animation
to other viewers, (exchange of UUID / animations, updates on moves,
whatever...). But it would occur only once the avatar has confirmed it
can handle the animation
So, it sounds logical to me that the avatar can be animated only if
it's own client owns the animation.
--
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Le 6 mars 2012 à 03:46, satguru p srivastava a écrit :
I guess I must be dense :(
I still do not get it.
Below is how I think the animation system works.
Let me know where I am wrong.
I have a Avatar or a NPC with an attachment.
The attachment has script which plays an animation using an animation
function like llStartAnimation().
Now like any other script, the script when triggered, will run on
the server side. (Right ?)
When the server encounters the animation function the server will
send a message to the client asking it to play an animation with that
UUID
If the client has an animation with that UUID it will animate the
Avatar or NPC with that animation else it will ask the server to send
the animation and will animate when it receives it.
If the animation is internal animation and if it is, as you say,
part of the client then the client already has it and should be
able to animate the Avatar/NPC
Sorry to belabor this but it seems I am obviously missing a major
concept and would like to figure out what :))
Thanks
Sat
On 3/5/2012 7:55 PM, Gudule Lapointe wrote:
Obviously, everything runs on client side, that's the point of a
client ;-)
I think what was meant is that internal animations are part of the
client, not loaded from server.
As your NPC is not controlled by a client, it doesn't have these
animations at disposal, unless you put them in your script's prim.
--
http://www.speculoos.net/
secondlife://speculoos.net:8002/
Speculoos, the belgian cookie-flavored metaverse
Le 6 mars 2012 à 02:48, satguru p srivastava a écrit :
Garmin,
Thanks for pointing out the BVH files.
121 files!!
A bit of a pain uploading them :)
You also loose the per bone priorites which you get with
internal/default animations.
Also I am assuming that user loaded animations are not as efficient
as internal ones. Right?
I am still curious why the internal animations do not play.
As far as I know all animations run on client side.
The triggers for animation can come from client side (example when
a users presses a key to make the avatar walk)
or from server side (example when if it is being called from script).
NPCs animations are triggered from scripts.
How is this different from Avatar animations being triggered from
scripts ?
Thanks
Sat
On 3/5/2012 5:34 AM, Garmin Kawaguichi wrote:
True, Trinity! User Playable Internal Animations are serverside;
you cannot use them with NPCs but...
... the BVH files corresponding to the Internal Animation are at :
http://static-secondlife-com.s3.amazonaws.com/downloads/avatar/bvh_files.zip
as it is specified in the SL Wiki :
http://wiki.secondlife.com/wiki/Internal_Animations
GCI
----- Original Message -----
*From:* Trinity <mailto:[email protected]>
*Sent:* Monday, March 05, 2012 6:58 AM
*Subject:* Re: [Opensim-users] NPC and internal Animations
Because some animations are built into the viewer and npcs
dont use a viewer and perhaps for security reasons. Im not
really completely sure to be honest.
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