[Opensim-users] Playing a series of animations back to back to create a long one
Dr Ramesh Ramloll
r.ramloll at gmail.com
Tue Jan 17 17:21:12 UTC 2012
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 <
marcus.llewellyn at gmail.com> 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/<http://deepsemaphore.posterous.com/>>,
>>> LinkedIn <http://www.linkedin.com/in/**rameshramloll<http://www.linkedin.com/in/rameshramloll>>,
>>> DeepSemaphore LLC
>>> <http://www.deepsemaphore.com>**, Google+ profile <
>>> https://plus.google.com/**103652369558830540272/about<https://plus.google.com/103652369558830540272/about>
>>> >
>>>
>>>
>>>
>>> ______________________________**_________________
>>> Opensim-users mailing list
>>> Opensim-users at lists.berlios.de
>>> https://lists.berlios.de/**mailman/listinfo/opensim-users<https://lists.berlios.de/mailman/listinfo/opensim-users>
>>>
>>
>>
>>
> ______________________________**_________________
> Opensim-users mailing list
> Opensim-users at lists.berlios.de
> https://lists.berlios.de/**mailman/listinfo/opensim-users<https://lists.berlios.de/mailman/listinfo/opensim-users>
>
--
'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>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://opensimulator.org/pipermail/opensim-users/attachments/20120117/bd32e11f/attachment.html>
More information about the Opensim-users
mailing list