From 17eb7606dbd9b9d4d9078b924f22c63cabc69081 Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Thu, 18 Feb 2016 22:59:36 +1000 Subject: Polish up the docs merge. --- docs/BVJ.html | 14 ++++ docs/ClientHamr/README.BVJ | 20 ------ docs/LuaSL-New-scripting-engine.html | 119 +++++++++++++++++++++++++++++++++- docs/Nails.html | 4 ++ docs/SledjHamr/README.LuaSL | 121 ----------------------------------- docs/SledjHamr/README.nails | 14 ---- docs/index.html | 25 ++++---- 7 files changed, 147 insertions(+), 170 deletions(-) delete mode 100644 docs/ClientHamr/README.BVJ delete mode 100644 docs/SledjHamr/README.LuaSL delete mode 100644 docs/SledjHamr/README.nails diff --git a/docs/BVJ.html b/docs/BVJ.html index ab1499c..ce1a24e 100644 --- a/docs/BVJ.html +++ b/docs/BVJ.html @@ -3,6 +3,10 @@
+BVJ is extensions to the BVH animation format used by SL technology. +It's in the ClientHamr section coz on the server side, they are just +dealt with as blobs to be sent to the viewers. This may change if we +implement animating link sets, and interaction with the sim physics.
This example BVH is 20 lines 505 characters, and defines a pointless animation on a trivial skeleton.
HIERARCHY @@ -157,5 +161,15 @@Fang Said: See the very last paragraph of SledjHamr, the "random notes from my old Web 3.0 document " section at the bottom, to see one suggested method of moving your hand.
Alice Replied: Looks cool, but requires Inverse Kinematics (if you mean the touch commands), or some puppeteer protocol that I know nothing about.
What I imagine right now is InworldAnimationEditor
+links
+Some useful links for actually writing animation code -
+Portal:Computer_graphics +3D_computer_graphics +Skeletal_animation +Morph_target_animation +Inverse_kinematics ++bvhacker.com +bvh_file_specification