what about making the different voice levels and such be new controls,
so scripts can take control and get updated info as soon as it is avaiable?

Mike Monkowski escreveu:
> Dale Mahalko wrote:
>   
>> While this is called lip sync, apparently it is really just "jaw-sync".
>>  
>> What happens for the non-human avatars? It doesn't seem to make much 
>> sense for a cyborg to waggle its jaw... if it has one. Maybe have a 
>> pulsating-glow prim on its torso instead. And what about a jellyfish 
>> avatar? Might want to waggle some pairs of flexy flagellum around its 
>> umbrella.
>>  
>>  
>> This setting doesn't really belong in the client prefs at all. It should 
>> be avatar-specific and so should end up in the avatar Appearance 
>> settings for each avatar to decide for itself whether or not to use, as 
>> well as how to use it or what prims to parameter-animate with it.
>>     
>
> "Lip sync" is a term from traditional animation and encompasses a 
> variety of techniques.  Specifically, this would be called a "mouth 
> loop" or "babble loop" and it works with morphs (which are used only for 
> avatars, not prims).
>
> There are also speech gestures in SL, which are animations that move the 
> avatar bones (prims don't use bones either).  I think these are 
> avatar-specific.  The animations are sent from the server, but run on 
> the client.
>
>   
>> Prim voice-animation modifications would be client-side only and would not 
>> affect prim parameters on the server side.
>>     
>
> It would be difficult to indicate that a particular attachment should be 
> animated when its owner is speaking.  You'd have to intercept the speech 
> gesture animation intended for the avatar and tie it somehow to a script 
> (prims don't use animations) in an attachment, but just execute the 
> script client-side, modified by the messages coming from SLVoice.  But 
> there are no client-side scripts.  I think if you had client-side 
> scripts, though, it would be possible.
>
> Mike
>
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