Tutorial #7: The Artiste Mover – Part 2 – Method #2

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In Tutorial #6 I introduced you to our long-standing unique simplified approach to implementing object and avatar movement.

This tutorial will introduce you to our new Advanced Mover System.aka Method #2.

This method uses what we call “markers” to create a “route” of movement. It is meant to add visual acuity to lengthier routines as well as routines that include more than 1 route for either extra objects/avatars or for just 1 avatar traversing more than one route via sit-2-sit (Palette transfer);

Controller – You rez a Controller. The Controller controls creating, adding, and inserting markers plus other features. Controllers now match the color or their ‘”markers”.

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There are 8 colors of Controllers and their matching Markers that match the Palette names(A-H). It is intended that colors be used to distinguish between object or avatar routes. But nothing prevents you from using more than 1 color to represent more than 1 route for a given object or avatar Palette(mover).

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There are 3 types of Markers. as opposed to the traditional 1 type. I chose to distingusish the first and last marker with a different textured-face for easy locating. The maximum markers you can have is 11. This allows for 10 move-turn pairs for a given Controller. That is one Palettes(movers) worth of moves.

So you could have 1 First Marker, 1 Last Marker(at a minimum) and from 0 to 9 Normal Markers. You don’t have to worry about determining them. Their creation and choice is automatic when you create or add or insert markers.
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The following illustration shows how we can get an additiona 10 move-pairs for a total of 20 move-pairs using the same color. After 20, we would need to use an additonal color. 20 requires 2 Palettes(movers). We would use Sit-2-SIt Palette Transfer during runtime to seemlessly transition between the 2 Palettes thus creating an illusion of 20-move-turn pairs. Lets hope this more than suffices most of your needs but know that the number of possible moves is technically infinite using Sit-2-Sit.

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I think I will keep this post short. And let these key elements sink in. I hope the visuals give you some idea of what your experience would be like as well as a more informed basis for which to consider whether it suits your current or future needs.

Next tutorial I will talk about the Artiste Turn. A seemingly unique feature to the Artiste Mover.

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Below are highlighted features that I feel, at this writing, uniquely identify the Artiste Mover System.

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1 – One of the  most  differentiating features is that the Artiste treats a Palette move as a special type of action that includes an optional move-type, a smooth rotation called a TURN, as opposed to a succession of short moves. Turns can have their own animation, duration, and pause-after time.

2 – Each move can have its own unique animation.

3 – Each move can trigger an associated ‘action‘ (like fading another palette) and as such a move can identify as a mini-event.

4 – A move-set (10 move-turn pairs) can be extended to subsequent move-sets via Sit-2-Sit.

5 – There is virtually no limit to the number of moves an object or avatar can make, nor is there a limit on distance.

6 – You can execute multiple move-ranges and are not limited to just one range.

7 – Moves can be triggered from the HUD at the beginning or end of a given dance when the HUD is used to sequence dances.

8 – Movers can be used for couples dancing via paired-palette naming as well as unique-palette naming..

9 – Movers can have 2 types of labels. One for the BallSitter if used as an avatar mover, and another called a NickName that indicates the purpose of a particular move in a set of moves.

10 – Artiste Movers can function as multiple type sof devices. Example: A mover could ALSO be a fader or a light or a host of other types of devices all while functioning as a mover.

11 – Movers can be part of our rezzer as our rezzer has special intelligence built in to handle the peculiarity of our mover.

12 – The Artiste Mover system has intelligence to augment reorientation between various direction-facing venues. This also facilitates the ability to MIRROR movers by using either EAST and WEST or NORTH and SOUTH oriented movers.AS WELL AS normal X and Y mirroring centering on the Anchor.

13 – There is a shortcut way of creating movers that doesn’t require the use of ‘breadcrumbs’ (Controller and Markers). Just pressing menu buttons then a copy/paste in the end. This is referred to as theMenu Method

14 – It is possible to avoid copy/paste when using the Marker Method of creating moves. This facilitates quick testing of changes to the routes for a given Palette-Mover.

15 – You can easily scale the size of the marker up or down via an entry in a notecard inside the Marker-Controller

16 – There exists the ability to REPEAT all moves for either: 1) a given number repeats, 2) a given length of time, or 3) the total length of the HUD events, 4) or when you specificially tell it to stop repeating..

17 – You can now move the root/first Marker and the others will follow using the new GroupOffset feature in design.

18 – You can reassign (Regroup) a Marker-Set to a different ArtisteID (color A-H)  along with its corresponding Controller. This allows you to easily offset dancers on different movers and then easily dump the move/turn vectors with new identifiers).

19 – Individual Color Coding of HoverText for each marker to more easily identify matching marker-points for different ArtisteIDs (Avatar-Movers)

20 – Marker HoverText now contains total  move times (move-time, pause-after-move-time, turn-time, and pause-after-turn-time)  and accumulated marker times.

21 – MarkerTrails – see markers light up and glow in order of execution. You can specify how long they remain lit and if you want all markers or just a particular group to light up. Odds glow white. (ACEG) and Even glow yellow (BDFH).

22 – Pauses can have their own animation

23 – Nearly completed is our new auto-alignment for couples-animation. No manual-intervention required.

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