A Note to the Devs: MultiStageBehmod

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A Note to the Devs: MultiStageBehmod

Postby GPNMilano » Thu Sep 18, 2008 11:33 pm

I was thinking of these today. (My knowledge of Plasma is limited, so forgive me if I'm wrong on how this class works.) But a MultiStageBehMod works similiar to a oneshot mod, except its dependent on completion of the behavior its related to.

For Example:

With linking books. You click on them, and Plasma registers the MultiStageBehMod, and brings you to the book. (this is called the smart seek of the behmod) Then the book pops up, and you link in, the mutistagebehmod than goes through its final process of the link animation. (or with a multiplayer environment there's a third option, between these two, of sharing the book. This again activates a link animation for the share option.

So, for integrating these into blender. Couldn't we do something like parenting empty's for the POS's and regions for the shareseek region. Then have an alcscript for it that looks something like:

Code: Select all
LinkingBook:
   logic:
       actions:
          - type: multistage
            name: LinkBookMultiStage
            multistage:
                smartseek: SmartPOS
                sharepos: ShareRgn
                    animation: ShareBook
                linkoutpos:
                    animation: LinkOut


(Simplistic, but its the first thing that came to mind for an example alcscript. What this would do, is parent empties together for the points of a multistagebehmod. Or something to that effect. Its late, and maybe I am not getting my point across on this. But, to me, that makes the most sense for implementing it into blender anyway.
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Re: A Note to the Devs: MultiStageBehmod

Postby D'Lanor » Fri Sep 19, 2008 3:23 am

I think that is just one use of the multistagebehmod. Others just seem to combine multiple avatar animations, for example the one for telescope. I asked for implementation of multistagebehmods long ago when I wanted to make a global telescope quickscript. But then again, I guess this is not really urgent since everything a multistagebehmod does is combine stuff you could also do with separate actions.

The oneshotmod btw also has the smartseek parameter. See here. Its implementation in the multistagebehmod script should be consistent with that.
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Re: A Note to the Devs: MultiStageBehmod

Postby GPNMilano » Fri Sep 19, 2008 5:04 am

Yes D'lanor. That is what I meant. That a MultiStageBehMod is a class for multiple avatar animations, that all share the same POS. Like with a telescope the user would click on it, the animation would play of the avatar grabbing the telescope. The GUI would pop up. Then once the avatar clicks off, the animation would play of the avatar letting go of the telescope.

What I was saying is that in order to facilitate this in blender. We create the empties, in the same location, then parent them together, each empty getting its own animation tied to it through alcscript, and then the alcscript for a final empty, for the multistagebehmod. That would be the parent empty. The references to the others would be stored there, and upon exporting, the alcscript would make that parent empty the primary POS. Or something to that effect.
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