Is there a way to get access to the UV map of a mesh and muck with it from a script? Then I could implement my own SL-style texture animation.
Not right now for Meshes, however procedural shaders like my Spritesheet Shader allows one to create custom shaders to create animations similar to SL-style animations.
The above shader mostly works just with boxes, but it can be adapted to create other texture animations.
Unfortunately Shaders on Meshes is currently not possible: just basic primitives, but you can do alot with them.
Is there a way to control the bones of a mesh from a script? (Like Crazy Legs but for mesh entities instead of avatars). Then I could implement my own SL-style flexies.
Yep, this is already doable, and you can do quite a bit more than just “flexies with it”.
You can forexample, bind a midi controller to animate your avatar bones, like what @BrainStormer was doing a few days back during the dance, or create customizable template avatars.
For Entities you cant “blend” animations and script commands (I tried this before) but you can set joints via
setAbsoluteJointTranslationInObjectFrame(QUuid, int, vec3);
setAbsoluteJointRotationInObjectFrame(QUuid, int, quat);
The above will work:
There are also
setLocalJointTranslation(QUuid, int, vec3);
setLocalJointRotation(QUuid, int, quat);
setLocalJointsData(QUuid, QVector < quat >, QVector<vec3>);
But I havent tested them of recently, so I cant say if they currently work or not.
To do relative location joints, you will then have to do some math to compensate. We do not know when High Fidelity will fix it, as they tend to be attracted to other things currently, unless someone takes upon them to fix it.
Is there a way to create a texture map from a script? Change the colors in a texture from a script?
Yes, there is a field called textures and originalTextures for which allow you to see the texture bindings currently in use for model entity: The textures here are dependent on the way how the textures are named in the model, so practising good naming conventions allows you to do some tricks…
Currently the editor sucks to adjust these, but you can completely switch out textures. Unfortunately There are some caveats to it though:
- If model is made in blender, you will need to invert the glosiness to roughness
- You cant do these for Avatars just yet, but I hope we can push for it to become a feature.
SL-style blended terrain map.
Unfortunately we dont have terrain maps… yet.