I think you're envisioning a much more ambitious project than I'm suggesting! :)
On 2009-06-05, at 10:39, Jan Ciger wrote: > How specifically do you decide which joints are relevant for a given > case? Also which angles are "small enough" before the keyframe doesn't > work anymore? You'd provide them as parameters to the LSL call, and eyeball it, and decide "yeh, that's good enough" or "no, better cut it down". The UI would be an LSL call something like this: llSetAnimationTarget(integer joint, key target_prim, float strength, ...) Or like this: llSetAnimationTargetParams(list parameters); The parameters could be a list of parameters (strength, range, timeouts) or an actual list similar to particle systems [ANIM_MASK, JOINT_RIGHT_WRIST|JOINT_RIGHT_ELBOW, ANIM_RANGE, 0.1, ANIM_STRENGTH, 2, ANIM_ANGLE_LIMIT, JOINT_RIGHT_ELBOW, PI/18, ANIM_TARGET, target_prim, ....]. So this would move the user's hand to clasp the other avatar's hand, while the hand was within 10cm of the goal, with a time facto of two seconds, and not bending the right elbow more than 10 degrees from the original animation. At worst, it wouldn't be nearly as ludicrous as having the avatars waving hands at each other. > Then I am a bit confused - I thought we are talking about real-time > automatic animation, not something to produce better keyframe > animation > to be played at a later time (which is of course doable). The scripter would run the handshake animation, and eyeball the results when played back with a variety of complementary avatars. Individual coder's experience and market forces would be left to handle the results. _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/SLDev Please read the policies before posting to keep unmoderated posting privileges
