a "poseball"), or incorporated into a gesture (a sequence of actions including text, sounds and animations invoked manually or triggered by a keyword). ![]() Animations can be added to a scripted object to be played (e.g. When an attachment is saved to inventory, the linked set of prims structure is serialized to a structure that includes script state.Īnimations are BVH files ( Bio Vision Heirarchical data), a format developed by Biovision, a motion capture services company. The simulator then broadcasts the changes to other users as ObjectUpdates. Attachments are created/modified using the "build" tools in the viewer modifications are transmitted from the viewer to the simulator as editing messages. Attachments are only transmitted to/from the viewer as ObjectUpdate messages which describe the constantly updating scene graph of the simulation. Some avatars may use attachments to completely obscure the underlying humanoid avatar mesh.Īttachments are never serialized as files on the viewer, and there is no import/export support. They are otherwise the same as other objects in SL, and can contain and execute scripts, inventory, maintain state, etc.Īttachments are heavily used for hair, some parts of clothing (dresses, cuffs) and accessories (jewelery, weapons). There is no support for directly importing or exporting wearables.Īn "attachment" is an object ("linked set of primitives") which is rooted in the scene graph on an attachment point on an avatar. ![]() Wearables are created by the viewer when appearance is edited and the results are saved changed parts of appearance (clothing, bodyparts) are saved as new wearables which are uploaded as assets. Wearables encompass both clothing and body parts – represent customizations of the basic avatar mesh via parameterized changes and textures.Ĭlothing can be taken off, but body parts cannot. SL Avatar has "wearables" plus "attachments" for static appearance, and "animations".
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