[ogpx] Synchronization of gestures (was: Limits to interoperability of scripted objects)
Carlo Wood <carlo@alinoe.com> Tue, 10 November 2009 20:42 UTC
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Date: Tue, 10 Nov 2009 21:41:55 +0100
From: Carlo Wood <carlo@alinoe.com>
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Subject: [ogpx] Synchronization of gestures (was: Limits to interoperability
of scripted objects)
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On Tue, Nov 10, 2009 at 09:11:57PM +0100, Carlo Wood wrote: > make animated hugs (or any couple animations) really work (with > effort). without* Here is an idea of how it could work: * Viewer A (or object) initiates Multi-gesture Request to N (other) viewers, this involves a list of the animations (UUID) to play for each of the avatars involved, and sounds to play etc, and the starting position in the world of each avatar. * Each viewer reacts with: Ok, will try; or Nope, I won't. If any viewer denies the request (or times out?) then the server informs all viewers that the multi- animation was aborted (and why). [ An optional flag could be to continue anyway, but without the avatar(s) that don't want to. ] * Once all avatars that want to play the multi-animation are known, the server sends them a message: "We have a go!" * All viewers that have all the needed information to continue (downloaded and cached the animations, sounds etc) send a message to the server: "ready!" * As soon as all viewers are ready (optionally, a parameter of the original request includes a timeout after which the delayed avatar is considered to have said "no"), the server informs all viewers to start playing the multi-gesture. And YAY! finally a completely synchronized couple (and multi) animation, even synced with sound! Options in case of delays (timeouts) should be: - Play as soon data available locally, - Wait till at least N, or at least those, avatars are ready. - Abort completely if any can't play in time. - If someone is delayed and the rest already plays the animation, then the viewer can decide to abort or play the animations locally anyway, as soon as they become avaiable, etc etc... All those possibilities are mere bits in already existing messages, so why not. As a side effect of this it should be possible to play a gesture involving animation and sound by ONE avatar (as are the gestures in SL now) but *synchronized*: everyone sees it at the same time, and the animations ARE synced with the sound once the start to play (unlike now, where the animation is played and 30 seconds later you hear the sound). -- Carlo Wood <carlo@alinoe.com>
- [ogpx] Limits to interoperability of scripted obj… Morgaine
- Re: [ogpx] Limits to interoperability of scripted… Joshua Bell
- Re: [ogpx] Limits to interoperability of scripted… Morgaine
- Re: [ogpx] Limits to interoperability of scripted… Lawson English
- Re: [ogpx] Limits to interoperability of scripted… Joshua Bell
- Re: [ogpx] Limits to interoperability of scripted… Carlo Wood
- [ogpx] Synchronization of gestures (was: Limits t… Carlo Wood
- Re: [ogpx] Limits to interoperability of scripted… Morgaine
- Re: [ogpx] Synchronization of gestures (was: Limi… Carlo Wood
- Re: [ogpx] Synchronization of gestures (was: Limi… Han Sontse
- Re: [ogpx] Synchronization of gestures (was: Limi… Carlo Wood
- Re: [ogpx] Synchronization of gestures (was: Limi… Carlo Wood
- Re: [ogpx] Synchronization of gestures Lawson English
- Re: [ogpx] Synchronization of gestures Carlo Wood
- Re: [ogpx] Synchronization of gestures (was: Limi… Nexii Malthus
- Re: [ogpx] Synchronization of gestures (was: Limi… Carlo Wood