[x3d-public] Super simple animations?

Joe D Williams joedwil at earthlink.net
Sun Aug 6 16:22:51 PDT 2023


> 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-Original Message-----From: John Carlson <yottzumm at gmail.com>
Sent: Aug 6, 2023 2:26 PM
To: Joe D Williams <joedwil at earthlink.net>, Holger Seelig <holger.seelig at yahoo.de>, Michalis Kamburelis <michalis.kambi at gmail.com>
Cc: GPU Group <gpugroup at gmail.com>
Subject: Re: [x3d-public] Super simple animations?

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. 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.
 
Perhaps we should move to HAnim motions?


ROUTE Jump_Touch.touchTime TO StandTimer.stopTime
ROUTE Jump_Touch.touchTime TO PitchTimer.stopTime
ROUTE Jump_Touch.touchTime TO YawTimer.stopTime
ROUTE Jump_Touch.touchTime TO RollTimer.stopTime
ROUTE Jump_Touch.touchTime TO WalkTimer.stopTime
ROUTE Jump_Touch.touchTime TO KickTimer.stopTime
ROUTE Jump_Touch.touchTime TO StopTimer.stopTime
 
ROUTE Jump_Touch.touchTime TO JumpTimer.startTime
ROUTE Jump_Touch.touchTime TO RunTimer.startTime

 
I know JavaScript is single-threaded.
 
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?
 
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.
 
John
 





On Sun, Aug 6, 2023 at 1:12 PM Joe D Williams <joedwil at earthlink.net (mailto:joedwil at earthlink.net)> wrote:
John, look at the Event Utilities in the spec. There may be somthing there you can use. 
If you use the events as intended, then it is possible to chain timesensors . 
Joe

-----Original Message-----
From: John Carlson <yottzumm at gmail.com (mailto:yottzumm at gmail.com)>
Sent: Aug 6, 2023 10:34 AM
To: GPU Group <gpugroup at gmail.com (mailto:gpugroup at gmail.com)>
Cc: X3D Graphics public mailing list <x3d-public at web3d.org (mailto:x3d-public at web3d.org)>
Subject: Re: [x3d-public] Super simple animations?

Yes, a musical playlist is exactly the metaphor I want, allowing for multiple voices within a song, of course!
 
John

On Sun, Aug 6, 2023 at 12:25 PM GPU Group <gpugroup at gmail.com (mailto:gpugroup at gmail.com)> wrote:
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.-Doug


 
On Sun, Aug 6, 2023 at 11:14 AM John Carlson <yottzumm at gmail.com (mailto:yottzumm at gmail.com)> wrote:

 
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.
 
If you tell me to do use a Script, why not put imperative code in an encoding instead?
 
John 

On Sun, Aug 6, 2023 at 11:17 AM John Carlson <yottzumm at gmail.com (mailto:yottzumm at gmail.com)> wrote:
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. 
I know this is imperative programming, and not declarative, but sometimes, you’ve got to bite the bullet of simplicity.
 
Thanks!
 
John



_______________________________________________
x3d-public mailing list
x3d-public at web3d.org (mailto:x3d-public at web3d.org)
http://web3d.org/mailman/listinfo/x3d-public_web3d.org
_______________________________________________
x3d-public mailing list
x3d-public at web3d.org (mailto:x3d-public at web3d.org)
http://web3d.org/mailman/listinfo/x3d-public_web3d.org






-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://web3d.org/pipermail/x3d-public_web3d.org/attachments/20230806/087d20a6/attachment.html>


More information about the x3d-public mailing list