Difference between revisions of "LlSetKeyframedMotion"

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|spec=
|spec=
The following flags will be supported within the ''options'' list, although the exact way these will be specified is TBD.
The following flags will be supported within the ''options'' list:
*[[PING_PONG]] and [[LOOP]] can be used to specify that the animation should loop (e.g., the order of frames would be 1, 2, 3, 2, 1, 2, 3, 2, 1, etc. or 1, 2, 3, 1, 2, 3, etc. respectively.) The default will be to simply play the frames in the order specified.
*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.
*[[ROTATE]] and <u>TRANSLATE</u> can be used to reduce the size of the keyframe list by indicating that the list is of the form [rotation, time, rotation, time, ...] or [translation, time, translation, time, ...]
*KFA_DATA followed by a bitwise combination of: KFA_TRANSLATION and KFA_ROTATION. Defaults to KFA_TRANSLATION | KFA_ROTATION. 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.


Inter-region animations may be supported depending on development complexity.
Inter-region animations may be supported depending on development complexity.
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*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 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 can only be called on the root prim of a linkset.
*All positions must be within the same simulator region.
*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.


|notes=
|notes=

Revision as of 12:41, 15 September 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
  • rotation orientation
  • 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. Defaults to KFA_TRANSLATION

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.
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Examples

Notes

Potential Use Cases:

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

Deep Notes

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Signature

function void llSetKeyframedAnimation( list keyframes, list options );