[vos-d] Animation comment
S Mattison
s.mattison at gmail.com
Fri Dec 1 05:29:47 EST 2006
It's a great idea in theory. Downright intriguing. I never thought of it
before.
But the question comes; How often do you choose to update it? What will each
user be missing, if one user gets a vector that tells them 'in this
timeframe, move this vertex through this vector', and the next user in line
gets something a little bit different, for their timeframe? And again, how
much load would it put on the server, if everyone is doing these dynamic
animations?
Surely, while playing halflife or countless other games with 'ragdoll
physics' built in... You think "Man, a multiplayer game like this would be
great!"... But would both players see the same thing? Just how much data
transfer would it require, if one ragdoll body was being shared, between
only two computers? How about ten, between two computers? Now how about ten,
between five computers? And think of the one server computer, that has to
send all that data, to all the others.
That poor, poor computer. =)
-Steve
On 12/1/06, Ken Taylor <taylork at alum.mit.edu> wrote:
>
> It seems to me that streaming animations would be relatively easy in the
> VOS
> system. You could simply set up a listener to changes in the position and
> orientation of the vertices/nodes of the model that's animating, and
> update
> the values locally as they come in. Similar to how avatar movement is
> propagated.
>
> I think the larger discussion of animations is referring to how to store a
> sequence of known animation moves, with intent to replay them later,
> within
> the VOS object model. And whether that representation could be re-used for
> other purposes as well.
>
> Someone correct me if I'm wrong :)
>
> Ken
>
> ----- Original Message -----
> From: "James Wilkins" <jwilkins at notzero.net>
> To: <vos-d at interreality.org>
> Sent: Friday, December 01, 2006 12:31 AM
> Subject: [vos-d] Animation comment
>
>
> > I've been watching the VOS project for quite a while without commenting
> > or participating, beyond getting it to compile once. I'm very good at
> > lurking. ;)
> >
> > Anyway, have you considered supporting streaming animations in addition
> > to pre-recorded ones? One thing I've noticed about existing 3d
> > environments is that making avatars move realistically is rather hard:
> > you have to have all desired motions available, find the correct ones
> > quickly, and activate the animations in the correct sequence and timing.
> >
> > It would seem much more natural to capture real motion using various
> > devices like cameras, accelerometers, bend sensors, and so on, and
> > translate this motion into actions of the 3d avatar in real time. It
> > would probably even be possible to translate simple mouse motions into
> > gestures more spontaneous than those available with pre-recorded
> animations.
> >
> > I realize that esoteric input devices are neither common nor readily
> > available, and are not likely to be for some time, but it would be nice
> > to have support for such built into VOS.
> >
> >
> > _______________________________________________
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> > vos-d at interreality.org
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> >
>
>
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--
Steven Mattison - CTI Services Help Desk
(303) 745-3077
"If you chase two rabbits, you will lose them both."
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