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