<div style="color:rgb(0,0,0);font-family:arial,sans-serif;font-size:12pt">> At this point, I can't even run multiple active TimeSensors (say Jump and Run) at the same time!Don't feel bad, you're not supposed to want to do that anyway. Basically, its because you are not understanding the user code. Different behavior, different timer. The logic sort of keeps multiple motion timers from running at the same time.You can easily overide this by blocking a Route. You will find that for HAnim, it is often desired to have two independent, yet synchronous animations going. Thus it is likely that at least two different timesensor nodes and sets of interpolators are involved. However, in the case of using two animations like Jump and Run, which will naturally operate the same skeleton structures, running them both at the same time will be interesting, maybe. It will be a test of the event system since if a joint rotation is sent from both routines, it still should have the same timestamp but still will matter which is sent last. Maybe the same will happen every frame. Overall, usually, just don't send multiple events to the same node with the same timestamp, but is will be ok to send events from multiple sources with same time stamp to different functions of the same device.Good Luck,Joe<span style="font-family: Arial; font-size: 12pt;">-Original Message-----</span>
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<p>From: John Carlson <yottzumm@gmail.com><br>Sent: Aug 6, 2023 2:26 PM<br>To: Joe D Williams <joedwil@earthlink.net>, Holger Seelig <holger.seelig@yahoo.de>, Michalis Kamburelis <michalis.kambi@gmail.com><br>Cc: GPU Group <gpugroup@gmail.com><br>Subject: Re: [x3d-public] Super simple animations?</p>
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<div dir="ltr">At this point, I can't even run multiple active TimeSensors (say Jump and Run) at the same time! I've tried view3dscene and X_ITE.
<div>It looks like FreeWRL 4.0 can handle multiple animations (thanks Doug!) at the same time, but we're going to have to work on the skin weights in the latest release.</div>
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<div>Perhaps we should move to HAnim motions?</div>
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<div>ROUTE Jump_Touch.touchTime TO StandTimer.stopTime</div>
<div>ROUTE Jump_Touch.touchTime TO PitchTimer.stopTime</div>
<div>ROUTE Jump_Touch.touchTime TO YawTimer.stopTime</div>
<div>ROUTE Jump_Touch.touchTime TO RollTimer.stopTime</div>
<div>ROUTE Jump_Touch.touchTime TO WalkTimer.stopTime</div>
<div>ROUTE Jump_Touch.touchTime TO KickTimer.stopTime</div>
<div>ROUTE Jump_Touch.touchTime TO StopTimer.stopTime</div>
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<div>ROUTE Jump_Touch.touchTime TO JumpTimer.startTime</div>
<div>ROUTE Jump_Touch.touchTime TO RunTimer.startTime</div>
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<div>I know JavaScript is single-threaded.</div>
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<div>All I want to do is run each animation one after the other. I guess I'll have to set_enabled to FALSE for the other TimeSensors?</div>
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<div>I don't know how the heck I'm going to figure out sign-language if I don't have several animations running at the same time. It's probably possible with multiple PositionInterpolators and RotationInterpolators fired off the same fraction_chagned event.</div>
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<div>John</div>
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<div class="gmail_attr" dir="ltr">On Sun, Aug 6, 2023 at 1:12 PM Joe D Williams <<a href="mailto:joedwil@earthlink.net">joedwil@earthlink.net</a>> wrote:</div>
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<p style="margin: 0.1rem 0px; line-height: 1;">John, look at the Event Utilities in the spec. There may be somthing there you can use. </p>
<p style="margin: 0.1rem 0px; line-height: 1;">If you use the events as intended, then it is possible to chain timesensors . </p>
<p style="margin: 0.1rem 0px; line-height: 1;">Joe</p>
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<p>-----Original Message-----<br>From: John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank" rel="noopener">yottzumm@gmail.com</a>><br>Sent: Aug 6, 2023 10:34 AM<br>To: GPU Group <<a href="mailto:gpugroup@gmail.com" target="_blank" rel="noopener">gpugroup@gmail.com</a>><br>Cc: X3D Graphics public mailing list <<a href="mailto:x3d-public@web3d.org" target="_blank" rel="noopener">x3d-public@web3d.org</a>><br>Subject: Re: [x3d-public] Super simple animations?</p>
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<div dir="auto">Yes, a musical playlist is exactly the metaphor I want, allowing for multiple voices within a song, of course!</div>
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<div dir="auto">John</div>
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<div class="gmail_attr" dir="ltr">On Sun, Aug 6, 2023 at 12:25 PM GPU Group <<a href="mailto:gpugroup@gmail.com" target="_blank" rel="noopener">gpugroup@gmail.com</a>> wrote:</div>
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<div dir="ltr">MIDI nodes are a bit like that - you can design the event sequence / timing in a MIDI authoring tool, then play the .mid file and route from ToneSplitter. I'm thinking about a fireworks scene combining particle physics and midi event sequencing. Perhaps we need something more general, as a utility node set.
<div>-Doug</div>
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<div class="gmail_attr" dir="ltr">On Sun, Aug 6, 2023 at 11:14 AM John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank" rel="noopener">yottzumm@gmail.com</a>> wrote:</div>
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<div dir="auto">Conceptually one could do this with a switch, but i don’t know about events from the switch to enable the child TimeSensor or the startTime.</div>
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<div dir="auto">If you tell me to do use a Script, why not put imperative code in an encoding instead?</div>
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<div dir="auto">John </div>
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<div class="gmail_attr" dir="ltr">On Sun, Aug 6, 2023 at 11:17 AM John Carlson <<a href="mailto:yottzumm@gmail.com" target="_blank" rel="noopener">yottzumm@gmail.com</a>> wrote:</div>
<blockquote class="gmail_quote" style="margin: 0px 0px 0px 0.8ex; border-left: 1px solid #cccccc; padding-left: 1ex;">I would like something like a TimeSensorSequencerGroup that enables and disables children TimeSensors in order of appearance in the code, if such a thing exists. No need to fiddle with TimeSensor fields, the SequencerGroup does it for you.
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<div dir="auto">I know this is imperative programming, and not declarative, but sometimes, you’ve got to bite the bullet of simplicity.</div>
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<div dir="auto">Thanks!</div>
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<div dir="auto">John</div>
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