Difference between revisions of "Talk:Internal Animation Format"

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::Unless you mean way the avatar mesh is artificially stretched with position values, that isn't true scaling, that is only an artifact/side effect. --[[User:Nexii Malthus|Nexii Malthus]] 12:35, 30 January 2010 (UTC)
::Unless you mean way the avatar mesh is artificially stretched with position values, that isn't true scaling, that is only an artifact/side effect. --[[User:Nexii Malthus|Nexii Malthus]] 12:35, 30 January 2010 (UTC)
=== Joint Rotation Keys ===
I've spotted an inaccuracy in this article.
The x, y, and z values of the joint rotation keys are the x, y, and z values of a normalized quaternion, not degrees or anything to do with Euler angles.  The w value of the quaternion is reconstructed when the animation is read, and being normalized makes this possible.  The x, y, and z values range from -1 to 1 instead of -180 to 180.  I don't think the non-linear comment is helpful either.
[[User:Coaldust Numbers|Coaldust Numbers]] 20:17, 8 October 2011 (PDT)

Revision as of 20:17, 8 October 2011

Funny this page showed up, I was just thinking about this stuff the other night. This documentation is only good for version 2 and not version 1. -- Strife Onizuka 23:37, 10 December 2007 (PST)

Joint Scale Keys

I noticed that the format is missing Joint Scale Keys, which the client seems to fully support internally.

What are the thoughts of upgrading the animation asset format to support Scale keys? Should I prematurely add support for Xscale Yscale and Zscale to my upgraded BVH parser and add Scale keys ("num_scale_keys")? Although, even if I did that, I am not sure what the final quantizations are to be for serialization. I probably should best attempt to contact Nyx Linden directly (He was the one who worked on this format, right?) --Nexii Malthus 00:40, 30 January 2010 (UTC)

You are talking about scaling the joints during the animation. I'm pretty sure you can do this without modding the client. I just forget how to do it. -- Strife (talk|contribs) 03:28, 30 January 2010 (UTC)
You sure about that? I checked the sourcecode paths myself and the LLKeyFrameMotion class during deserialization does not take into account any scale keys. Neither does it do on serialization. I am using 1.23 as a base though, so this might be different in the latest snowglobe clients, but I think all the lindens had been too busy with work Viewer 2.0, bug fixing or other assorted projects.
Unless you mean way the avatar mesh is artificially stretched with position values, that isn't true scaling, that is only an artifact/side effect. --Nexii Malthus 12:35, 30 January 2010 (UTC)

Joint Rotation Keys

I've spotted an inaccuracy in this article.

The x, y, and z values of the joint rotation keys are the x, y, and z values of a normalized quaternion, not degrees or anything to do with Euler angles. The w value of the quaternion is reconstructed when the animation is read, and being normalized makes this possible. The x, y, and z values range from -1 to 1 instead of -180 to 180. I don't think the non-linear comment is helpful either.

Coaldust Numbers 20:17, 8 October 2011 (PDT)