Second life bento11/24/2023 With the country's top coaches all otherwise engaged, there was no obvious favourite to replace Bento, a testy figure who led Portugal to the Euro 2012 semi-finals with an interesting midfield diamond formation but who ran out of inspiration. Bento Buddy does this by cleaning up any data that cannot be seen easily and allowing everything else to pass through, giving you the best accuracy possible with the lowest data size.LISBON (Reuters) - The race to replace departed Portugal coach Paulo Bento got underway on Friday although the job may not be that attractive with a previous incumbent complaining that it always ends in "torture and humiliation". In order to make a smooth, visually interpolated animation, we define segments of time and motion that have a somewhat smooth visual continuity. There is no direct interpolation performed on animations, everything is linear in SL. If you need to have an idea of frames you can divide the entire time by fps and get the only thing that can even come close to it, which is useless. The idea of a frame is a thing for 3d applications to utilize with respect to the user and has no functional value otherwise. It's a motion then how long, then another motion and how long, the "how long" can be the entire range or a fraction thereof, and frames are not structured this way. While you may consider this to be two frames it is not, it is just data that has no functional equivalent to frames. This is two sets of data, a start and a target. I tell it where the bone is, where it is supposed to go and now long it takes to do it. I say actual because that's how the data is represented, not as a "rotation". Let's say I want a bone to rotate to a 90 degrees actual on the x axis. actually it's not a 0 number but that's a different avenue for another topic. There are no actual frames but, rather, segments of things to happen and how long it takes for those things to complete.Īt the start of an animation there is zero motion so everything is zero. For Second Life the time for a particular motion is fractional seconds, not frames. The way SL filters BVH data is another matter and, while it is useful for most things, stringing animations together using BVH can be a chore so we use anim whenever possible and BVH only for a rough preview.Īn animation is made up of motion data and time. BVH is another matter and is widely used and easy to get information about. In order to express this with as much information as we know, and the best accuracy we have, I have to do it using the more versatile, and superior, data layout that is the SL anim file content. Test if a variable was filled by asking if(TM > MAX) The initial values are set to 10000 and a variable called MAX has been set to 9999 so you can P - Priority, 0 to 6, the script sets this to 7 so you know if it changed. L - Loop enabled (0 = disabled, 1 = enabled) The information below can be used to parse the data segment. Additionally there's an advanced feature in Bento Buddy to allow fractional seconds directly, when addressing a loop, another thing that other exporters don't provide. Note that, although some may believe that "total frames" are a thing to know about there is no such thing in Second Life and Bento Buddy allows you to have fractional frames, something other exporters don't do. I have taken some care to make this as easy as possible without exceeding projected limits. The elements to parse are always at the end, enclosed within hash marks (#). When an animation file is uploaded to Second Life the base filename is used as the asset name, which will contain these same details. I've added a feature to the animation exporter that appends details to the file name. You'll find a script in this package, along with an example animation, that will allow you to easily extract the formatted details from the animation name that was produced by Bento Buddy when "Export Anim Details" was enabled. This full permission script is intended for use with the exported file data produced by Bento Buddy but there's no reason that you can't rename your animation assets to take advantage of this offering in order to have a single data entity that entirely describes your animation and its details, such as total time, frames per second, loop enabled (yes/no), loop start and stop point, ease in and out points and base priority.
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |