Periodic control without a Timer
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froo
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Periodic control without a Timer
Ok I found the experimental node I made, that I was looking for.
I forget the logic behind it, but it works. Sort of.
You press the animation Play key, and this node works.
I have to study it again.
The tiny cube that moves, in port 1109, is not keyframed.
It is driven by the animation Play button.
My reasoning is, if animation plays at a constant rate (30 frames/sec),
then we can use that as a 'timer'.
To reset, go inside the KFTimerTest node, and set BinaryOp,1 input: A to 0
and I think BinaryOp, input A to 0.
I have to play with it to remember. I don't recall my reasoning.
I forget the logic behind it, but it works. Sort of.
You press the animation Play key, and this node works.
I have to study it again.
The tiny cube that moves, in port 1109, is not keyframed.
It is driven by the animation Play button.
My reasoning is, if animation plays at a constant rate (30 frames/sec),
then we can use that as a 'timer'.
To reset, go inside the KFTimerTest node, and set BinaryOp,1 input: A to 0
and I think BinaryOp, input A to 0.
I have to play with it to remember. I don't recall my reasoning.
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noko
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Re: Periodic control without a Timer
I remember this
. Reasoning was that timers in trueServe sometimes had problems and would crash the server. Not sure if that is still the case with 7.61. If I remember right this method is kinda expensive on the client side to run as in cpu usage but may free up the server not having to run a timer and updating everyone connected. I don't remember but can the frame rate be adjusted lower like in 25fps or maybe 15fps? This would decrease resources needed for animation. The good thing about this is that morphs, other animations would go right along with this meaning the keyframe timer events would be for free.
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froo
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Re: Periodic control without a Timer
hehe yeah; the CPU is running at 100%.
I am not sure if we can adjust the animation frame rate.
We can use this for procedural animations, just as with timers.
Just pressing the Play button, with no animated objects, runs the CPU at 100%.
A timer, running with a Period of 30 ticks per second, runs my CPU between 80-95%. So not much difference apparently.
I am not sure if we can adjust the animation frame rate.
We can use this for procedural animations, just as with timers.
Just pressing the Play button, with no animated objects, runs the CPU at 100%.
A timer, running with a Period of 30 ticks per second, runs my CPU between 80-95%. So not much difference apparently.
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froo
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Re: Periodic control without a Timer
one caveat though is, animation playback must be started from truespace. And if it is running, then it must run for all spaces. If you turn it off, you turn it off for all spaces.
3dv sent me a modified timer that Dele had worked with. That may be worth a shot as well.
We can use that animation option, though, it may take some experimentation.
The benefit of timers/paused activity loops is, they are contained within the scene. Animation playback is not.
3dv sent me a modified timer that Dele had worked with. That may be worth a shot as well.
We can use that animation option, though, it may take some experimentation.
The benefit of timers/paused activity loops is, they are contained within the scene. Animation playback is not.
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3dvisuals dude
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Re: Periodic control without a Timer
well, as far as visual animations in shared space which are 2D we can use OptDetectors or the tv done by "early."
as far as animated 3d objects in scenes, we could always use proximity triggers which terminate themselves, just as Dele's doors do which open on approach and close by themselves, terminating the timers used.
as far as animated 3d objects in scenes, we could always use proximity triggers which terminate themselves, just as Dele's doors do which open on approach and close by themselves, terminating the timers used.
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froo
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Re: Periodic control without a Timer
true but what about animations which we want to play continuously?
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froo
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Re: Periodic control without a Timer
yes, proximity triggers are good to use.
It bugged me I could not find this experiment I was trying.
Found it.
Well, it won't work anyway; I don't think. Leon says he does not see it moving.
Kinda makes sense anyway, since animation play is started on the truespace app.
Well, at least now I know!
I do want to try Dele's modified timer in Ourspace, as well as the windmill.
I think stan and trueBlue were experimenting with that recently.
It bugged me I could not find this experiment I was trying.
Found it.
Well, it won't work anyway; I don't think. Leon says he does not see it moving.
Kinda makes sense anyway, since animation play is started on the truespace app.
Well, at least now I know!
I do want to try Dele's modified timer in Ourspace, as well as the windmill.
I think stan and trueBlue were experimenting with that recently.
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3dvisuals dude
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Re: Periodic control without a Timer
excellent! 
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froo
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Re: Periodic control without a Timer
the timer seemed to cause the same amount of lag.
I think a paused activity loop is still more efficient for OurSpace
than a timer, for some reason. Not sure why but it does seem to
cause a lower delay, even though it does virtually the same thing as a timer. hehe
I think a paused activity loop is still more efficient for OurSpace
than a timer, for some reason. Not sure why but it does seem to
cause a lower delay, even though it does virtually the same thing as a timer. hehe
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LeonRegis
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Re: Periodic control without a Timer
Hey Froo, are you talking about that experiment that I watched?
Cya
Cya
Be the change you want to see in the world. - Mohandas Gandhi
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froo
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Re: Periodic control without a Timer
yes thank you for your help Leon!
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LeonRegis
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Re: Periodic control without a Timer
I just can't understand how I helped... 
Be the change you want to see in the world. - Mohandas Gandhi
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froo
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Re: Periodic control without a Timer
you were there.
I could see the Dw: (download) value when running that test.
Although, I think you should've seen that cube move, though you didn't.
I'd like to retest that idea.
I could see the Dw: (download) value when running that test.
Although, I think you should've seen that cube move, though you didn't.
I'd like to retest that idea.