[Opensim-users] NPC and internal Animations

Toni Alatalo toni at playsign.net
Thu Mar 8 06:10:13 UTC 2012


On Mon, 2012-03-05 at 20:46 -0600, satguru p srivastava wrote:
> 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

Your reasoning / understanding of the system seems correct to me.

Perhaps there is just some check with 'prims' (normal scene objects, not
avatars) in the scripting or animation logic to not try to play back an
anim that e.g. the server thinks that the object doesn't have .. as it
doesn't know it's a special NPC thing for which slviewer has the bundled
avatar data.

So getting the sources and checking there is indeed the thing to do :)

> Sat

~Toni

P.S. and the mandatory how-this-is-in-realXtend-now note, hopefully not
annoying or considered off-topic .. do feel free to skip: There are no
special avatars with all that it entails bundled in. Every object in the
scene is just a normal entity. Any object can have a skeleton with
animations, or not. Whether or not a client is assigned to control some
object is separated from all that. That is: having server controlled
NPCs is normal, nothing special needed. On the other hand server side
logic can say what clients control -- instead of Second Life (tm) like
app you can also make a Sim City clone or whatever, with a UI designated
to that.

> 
> 
> 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 
> > > >         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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> > 
> > 
> > 
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