Scripters have long bemoaned the limitations of
llStartAnimation
and
llStartObjectAnimation
, and proposed a number of enhancements. It could be a lot better with only minimal changes to the simulator and the simulator-viewer protocol. Here are examples of great enhancements that could be made by just sending a little bit more data to the viewer along with the
llStartAnimation
message. To illustrate, I will name the new functions:
  • llStartAnimationWithParams
  • llStartObjectAnimationWithParams
1. Queuing
When I ask others how the animation system is lacking, the most common complaint is Queuing one animation to play after another. Now, a script can send the viewer the message:
llStartAnimationWithParams(anim, [ANIM_QUEUING]);
When the viewer receives this message, it will do one of the following:
  • If the avatar has no other active animation marked
    ANIM_QUEUING
    , it will play the animation normally
  • Otherwise, the viewer will delay the animation start until all earlier
    ANIM_QUEUING
    animations on that avatar have stopped, either from ending, or by calling
    llStopAnimation
    .
Caveat: This will currently not work well on Animesh, because animesh animations never automatically stop. I find this caveat acceptable.
This is similar to the existing sound function
llStartSoundQueuing
.
2. Syncing
This one is near to my heart. A script is animating two or more avatars. It designates one of those avatars as the leader:
llRequestPermissions(leader, PERMISSION_TRIGGER_ANIMATIONS);
llStartAnimationWithParams(leader_anim, [ANIM_SYNC_LEADING]);
It designates the other avatars as followers:
llRequestPermissions(follower, PERMISSION_TRIGGER_ANIMATIONS);
llStartAnimationWithParams(follower_anim, [ANIM_SYNC_FOLLOWING, leader]);
When the viewer is asked to start an animation marked
ANIM_SYNC_FOLLOWING
, it:
  1. Downloads the animation
  2. Waits until any leader animation marked
    ANIM_SYNC_LEADER
    encounters a loop point (including waiting until an
    ANIM_SYNC_LEADER
    animation is started at all)
  3. Starts the animation normally
This is very similar to these existing sound functions:
  • llLoopSoundMaster
  • llLoopSoundSlave
  • llPlaySoundSlave
It would be up to the animator to create animations suitable for syncing. Synced animations should usually:
  1. Have identical loop durations
  2. Have no loop-in period
The most flexible leading animation will be 0 priority and an animate zero bones; providing nothing but a looping beat. This is also true of
llLoopSoundMaster
; The best master sounds are silent.
3. Property overrides
Animation assets have a number of parameters you can set at upload time, but can't be changed afterward. It would sometimes be nice if you could change them, and,
llStartAnimationWithParams
provides a convenient place to override them. The most useful ones to override would be:
  • ANIM_PRIORITY
  • ANIM_DURATION
  • ANIM_EASE_IN
  • ANIM_EASE_OUT
4. Speedup
Similar to
ANIM_DURATION
above, but, speed up the animation by a constant factor, regardless of the asset's native duration:
llStartAnimationWithParams(anim, [ANIM_SPEED, 2.0]); // Double speed = half duration
llStartAnimationWithParams(anim, [ANIM_SPEED, 0.5]); // Half speed = double duration
5. Blending
Allow an animation to not fully replace any channels in animations in overrides, but, linearly blend the bones between this animation, and the next-lowest one in the animation stack:
llStartAnimationWithParams("breathing", [ANIM_BLENDING, 0.1]);
This one would require the most changes to the viewer, but would open up new ways to animate characters, and would often allow multiple animations to be consolidated together more flexibly
Summary
I hope you can consider this proposal. I considered it carefully so that it can be implemented with minimal changes to either simulator or viewer. I heavily limited the scope, so it has a clear end point, unlike Puppetry:
  1. It does not require changing the animation asset format
  2. It does not require any new viewer -> simulator communication, beyond the existing message "hey this animation ended".
  3. It does not require the simulator to download or understand animation assets.
  4. It does not require new simulator -> viewer communication. It only adds a few new fields to the existing "animation started" message
  5. llStopAnimation
    and
    llStopObjectAnimation
    require no changes