Difference between revisions of "LlSetKeyframedMotion"

From Second Life Wiki
Jump to navigation Jump to search
m (Corrected typo should have been llEuler2Rot)
Line 39: Line 39:
|examples=
|examples=
<code>llSetKeyframedAnimation([<0,0,10>, 5, <0,0,-10>, 5], [KFA_DATA, KFA_TRANSLATION, KFA_MODE, KFA_PING_PONG]);</code>
<code>llSetKeyframedAnimation([<0,0,10>, 5, <0,0,-10>, 5], [KFA_DATA, KFA_TRANSLATION, KFA_MODE, KFA_PING_PONG]);</code>
<code>llSetKeyframedAnimation([<0,0,10>, llEulerToRot(<90, 45, 180> * DEG_TO_RAD), 5, <0,0,-10>, llEulerToRot(<270, 225, 360> * DEG_TO_RAD), 5], [KFA_MODE, KFA_REVERSE]);</code>
<code>llSetKeyframedAnimation([<0,0,10>, llEuler2Rot(<90, 45, 180> * DEG_TO_RAD), 5, <0,0,-10>, llEuler2Rot(<270, 225, 360> * DEG_TO_RAD), 5], [KFA_MODE, KFA_REVERSE]);</code>
|notes=
|notes=
Potential Use Cases:
Potential Use Cases:

Revision as of 11:05, 4 October 2011

Emblem-important-yellow.png LSL Feature Proposal
The described function does not exist. This article is a function proposal only.

It has not yet been scheduled for development.

Please comment on the the discussion page with any questions or suggestions or to voice support for this feature.

Summary

Function: llSetKeyframedAnimation( list keyframes, list options );

Specify a list of times, positions, and orientations to be followed by an object. The object will be smoothly moved between keyframes by the simulator. Collisions with other nonphysical or keyframed objects will be ignored (no script events will fire and collision processing will not occur). Collisions with physical objects will be computed and reported, but the keyframed object will be unaffected by those collisions. (The physical object will be affected, however.)

• list keyframes Strided keyframe list of the form:
  • vector position (optional via KFA_TRANSLATION and KFA_DATA)
  • rotation orientation (optional via KFA_ROTATION and KFA_DATA)
  • float time

Each keyframe is interpreted relative to the previous transform of the object. For example, consider the following list of keyframes: [<0, 0, 10>, ZERO_ROTATION, 5, <0, 0, 0>, ZERO_ROTATION, 5, <0, 0, -10>, ZERO_ROTATION, 5]. This would cause the object to move up 10m over the course of 5s. It would then remain at the location for 5s before moving down 10m over the course of another 5s. Time values must be greater than 0.1s. Linear and angular velocities will be clamped to limits set by the simulator (values TBD). An empty list will terminate any keyframed animation currently playing.

• list options modifiers and future options

Specification

The following flags will be supported within the options list:

  • KFA_MODE followed by one of: KFA_LOOP, KFA_REVERSE, KFA_FORWARD, or KFA_PING_PONG will specify the playback mode. Defaults to KFA_FORWARD. Must be specified when the keyframe list is provided.
  • KFA_DATA followed by a bitwise combination of: KFA_TRANSLATION and KFA_ROTATION. By default both rotations and translations must be provided. If you specify one or the other, you should only include translations or rotations in your keyframe list. Must be specified at the time the keyframe list is provided.
  • KFA_COMMAND followed by one of: KFA_CMD_STOP, KFA_CMD_PLAY, KFA_CMD_PAUSE, KFA_CMD_MODE. STOP will pause the animation AND reset it to the beginning. PAUSE will pause the animation without resetting. PLAY will resume a paused or stopped animation.
    • KFA_CMD_MODE should be followed by one of the KFA_MODE options above and can be used to modify the playback format. The animation must be in a stopped or paused state to use this parameter.

Note that if a KFA_COMMAND is provided in the options list, it must be the first option and only one may be used per call.

Inter-region animations may be supported depending on development complexity.

Caveats

  • This function can only be called on NON-physical objects. In the future it could be extended to support physical objects, but this is more complicated as collisions could prevent the object from reaching its goal positions on time.
  • This function can only be called on the root prim of a linkset.
  • This function requires the linkset to use the Prim Equivalency system. However, it keyframed objects will not receive the dynamics penalty and can have a physics PE of up to 64.
  • There are a few bugs in the avatar animation system that may cause strange looking animations to play when standing on a moving platform (e.g., walking in place, feet-at-pelvis). We hope to fix these in the future, but doing so is out of scope for this feature.

Examples

llSetKeyframedAnimation([<0,0,10>, 5, <0,0,-10>, 5], [KFA_DATA, KFA_TRANSLATION, KFA_MODE, KFA_PING_PONG]);

llSetKeyframedAnimation([<0,0,10>, llEuler2Rot(<90, 45, 180> * DEG_TO_RAD), 5, <0,0,-10>, llEuler2Rot(<270, 225, 360> * DEG_TO_RAD), 5], [KFA_MODE, KFA_REVERSE]);

Notes

Potential Use Cases:

  • Elevators
  • Moving platforms
  • Trains/Fixed-Track Vehicles
  • Moving doors/walls/gates
  • Windmills and other machines

Deep Notes

Signature

function void llSetKeyframedAnimation( list keyframes, list options );