[x3d-public] x3d-public Digest, Vol 173, Issue 32

John Carlson yottzumm at gmail.com
Tue Aug 8 17:38:45 PDT 2023


I'm not actually doing a run/jump/run/jump/.. thingy.  I just have a list
of animations, some of which repeat. Each character has a list of
animations.

I was experimenting to see if I could get something working.  Currently I
have a very long run followed by a short jump (wrong). Plus the
animation takes 10 seconds to start.

I do have a skip animation to work on, maybe that's a bit of run and jump.
But not too high.

John

On Tue, Aug 8, 2023 at 6:42 PM Andreas Plesch <andreasplesch at gmail.com>
wrote:

> Apologies in advance for the lack of formatting,  the phone makes it hard.
>
> Let me give it a try but there are many approaches.
>
> If the goal is to have a run animation with a small jump at regular
> intervals, the simple solution is to combine all interpolation data into a
> single large interpolator and loop it. If that is not possible or
> considered wasteful or not elegant enough, the task becomes chaining say 9
> repeats of the run animation with one jump animation.
>
> Given a design with a single TimeSensor, actually a solution without event
> utilities may be preferable. I am thinking of an intermediate
> ScalarInterpolator which chops up the timer fraction_changed into multiple
> repeating fractions:
>
> ScInter DEF 'repeater' key '0 0.1 0.1 0.2 0.2 0.3 .. 0.9 1' keyValue '0
> 0.5 0 0.5 0 0.5 .. 0.5 1'
>
> The run and jump data would still be combined into a single Interpolator
> which receives the value_changed and where the first half contains run data
> for a single sequence and the second half jump data.
>
> If it is not possible to have a single combined Interpolator, it is
> necessary to have dedicated TimeSensors for each animation and perhaps use
> event utilities.
>
> Counted repeats of run could then be done in the same way with a repeater.
> When the run time sensor ends, the stop time gets routed to the start time
> of the jump timer.  When jump timer ends, the stop time gets routed to the
> start time of the run timer. I think this is all what is needed, no event
> utilities or scripts but testing will be necessary.
>
> Cheers Andreas
>
>
>
>
>
> ---on the phone---
>
> On Tue, Aug 8, 2023, 3:00 PM <x3d-public-request at web3d.org> wrote:
>
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>> Today's Topics:
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>>    1. Please comment on my ideas (John Carlson)
>>
>>
>> ----------------------------------------------------------------------
>>
>> Message: 1
>> Date: Tue, 8 Aug 2023 11:57:26 -0500
>> From: John Carlson <yottzumm at gmail.com>
>> To: Joe D Williams <joedwil at earthlink.net>,  X3D Graphics public
>>         mailing list <x3d-public at web3d.org>
>> Subject: [x3d-public] Please comment on my ideas
>> Message-ID:
>>         <
>> CAGC3UEmMvo3VnJNSEQLVJDJNDBFv3Tboh7TRD_MSijbP7x23NA at mail.gmail.com>
>> Content-Type: text/plain; charset="utf-8"
>>
>> I am reposting this because i didn?t get any comments.  Does this look
>> like
>> a good approach?  Am I over blowing the steps required?
>>
>> On Mon, Aug 7, 2023 at 1:59 PM John Carlson <yottzumm at gmail.com> wrote:
>>
>> > Sample code:
>> >
>> > Every 10 seconds, the character kind of jumps, otherwise, Leif is
>> running.
>> >
>> > DEF myRunBooleanSequencer BooleanSequencer {
>> >         key [ 0 0.9 1.1 2.23 4.3 5.5 6.3 7.3 8.5 8.6 10 ]  #
>> > Leif_humanoid_root_TranslationInterpolator x 10
>> >         keyValue [ TRUE FALSE TRUE FALSE TRUE FALSE TRUE FALSE TRUE
>> FALSE
>> > TRUE ]
>> > }
>> > DEF myJumpBooleanSequencer BooleanSequencer {
>> >         key [ 0 0.9 1.1 2.23 4.3 5.5 6.3 7.3 8.5 8.6 10 ]  #
>> > Leif_humanoid_root_TranslationInterpolator x 10
>> >         keyValue [ FALSE TRUE FALSE TRUE FALSE TRUE FALSE TRUE FALSE
>> TRUE
>> > FALSE ]
>> > }
>> >
>> > DEF myJumpTimeTrigger TimeTrigger {
>> > }
>> >
>> > DEF myRunTimeTrigger TimeTrigger {
>> > }
>> >
>> > DEF myJumpBooleanFilter BooleanFilter {
>> > }
>> >
>> > DEF myRunBooleanFilter BooleanFilter {
>> > }
>> >
>> > DEF myJumpBooleanTrigger BooleanTrigger {
>> > }
>> >
>> > DEF myRunBooleanTrigger BooleanTrigger {
>> > }
>> >
>> > ROUTE EverythingTimer.fraction_changed TO
>> > myRunBooleanSequencer.set_fraction
>> > ROUTE EverythingTimer.fraction_changed TO
>> > myJumpBooleanSequencer.set_fraction
>> >
>> > ROUTE myRunBooleanSequencer.value_changed TO
>> myJumpTimeTrigger.set_boolean
>> > ROUTE myJumpBooleanSequencer.value_changed TO
>> myRunTimeTrigger.set_boolean
>> >
>> > ROUTE myRunBooleanSequencer.value_changed TO
>> > myJumpBooleanFilter.set_boolean
>> > ROUTE myJumpBooleanSequencer.value_changed TO
>> > myRunBooleanFilter.set_boolean
>> >
>> > ROUTE myRunBooleanFilter.inputNegate TO RunTimer.enabled
>> > ROUTE myJumpBooleanFilter.inputNegate TO JumpTimer.enabled
>> >
>> > ROUTE myRunTimeTrigger.triggerTime TO RunTimer.startTime
>> > ROUTE myJumpTimeTrigger.triggerTime TO JumpTimer.startTime
>> >
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