
SBE Player(BRONTES)
2012年11月06日
▲BRONTES is a most basic TACHYON's player.
An instruction manual for player(BRONTES-CYCLOPS)
Touch a BRONTES to open dialog and push a button.
It requires avatar name,SEQUENC(sequence-schedule) ,motion files and execution permission.
Procedure of setting that.
1. How to set avatar name.
Push "Select AV".
And select an avatar name which is near you.
2. How to set SEQUENC.
Push "ListnToBake".
And push "BAKE" button on sequence editor.
3. How to set CONTENTS(animation motion files).
Push "Content" and "Get content".
A note.
When you use only internal motions,that is unnecessary.
4. To get execution permission.
Push "Animation" and "Get perm".
5. How to reset all.
Push "Setup".
And push "ResetScrips".
Procedure of action.
For an avatar.
Push "Animation" and "Solo Action!".
After 5sec he(she) will start acting.
For avatars.
Push "Animation","Stand by" and "Action!".
After 5sec they will start acting.
If you push Action button, a quick execution button will appear.
If it is used, the player-HUD(BRONTES) will start in 0.5 sec.
The profile picture of an avatar appears on that button.
However, the illustration of "EXECUTE" is used when there is no profile picture.
Notes.
How to check required CONTENTS(animation motion files).
Push "Content" and "Chk content".
When you push a "Rehearsal",label will change "●Rehearsal" or "○Rehearsal".
"●Rehearsal": Enabled
"○Rehearsal": Disabled
When it is enabled.
If BRONTES is on land.
When you start playing BRONTES will appear.
On the other hand if BRONTES is on HUD.
When you start playing BRONTES will put information on console.
When it is disabled.
If BRONTES is on land.
When you start playing BRONTES will disappear.
Rename the object name of the player-HUD(BRONTES) to the suitable name.
It will become easy that you manage it.
A change result will be reflected, if a dialog is opened after changing the player-HUD(BRONTES) name with an edit menu.
Example: xxx S01C01 ArgumentPatA
Title: XXX
Scene Number: 1
Cut Number: 1
Action type: Argument Pattern A
(Update: Rev5)
An instruction manual for player(BRONTES-CYCLOPS)
Touch a BRONTES to open dialog and push a button.
It requires avatar name,SEQUENC(sequence-schedule) ,motion files and execution permission.
Procedure of setting that.
1. How to set avatar name.
Push "Select AV".
And select an avatar name which is near you.
2. How to set SEQUENC.
Push "ListnToBake".
And push "BAKE" button on sequence editor.
3. How to set CONTENTS(animation motion files).
Push "Content" and "Get content".
A note.
When you use only internal motions,that is unnecessary.
4. To get execution permission.
Push "Animation" and "Get perm".
5. How to reset all.
Push "Setup".
And push "ResetScrips".
Procedure of action.
For an avatar.
Push "Animation" and "Solo Action!".
After 5sec he(she) will start acting.
For avatars.
Push "Animation","Stand by" and "Action!".
After 5sec they will start acting.
If you push Action button, a quick execution button will appear.
If it is used, the player-HUD(BRONTES) will start in 0.5 sec.
The profile picture of an avatar appears on that button.
However, the illustration of "EXECUTE" is used when there is no profile picture.
Notes.
How to check required CONTENTS(animation motion files).
Push "Content" and "Chk content".
When you push a "Rehearsal",label will change "●Rehearsal" or "○Rehearsal".
"●Rehearsal": Enabled
"○Rehearsal": Disabled
When it is enabled.
If BRONTES is on land.
When you start playing BRONTES will appear.
On the other hand if BRONTES is on HUD.
When you start playing BRONTES will put information on console.
When it is disabled.
If BRONTES is on land.
When you start playing BRONTES will disappear.
Rename the object name of the player-HUD(BRONTES) to the suitable name.
It will become easy that you manage it.
A change result will be reflected, if a dialog is opened after changing the player-HUD(BRONTES) name with an edit menu.

Title: XXX
Scene Number: 1
Cut Number: 1
Action type: Argument Pattern A
(Update: Rev5)
Posted by SLoverdrive at
05:00
│_TACHYON_:Instruction
SBE Sequence Editor
2012年11月05日
Notes.
ZEUS is able to attach on "HUD TOP" only.
CAERUS is able to attach on "HUD BOTTOM" only.
HERA is able to attach on HUD anywhere.
We recommend you to check the gaps between the lines of the list displayed on the DISPLAY at first.
For that purpose , refer to how to use the Display button of the Setup menu(It is not that of the Main menu) .
■Main menu
●Active button

●Display button


To return to the Main menu, push the ←Back button.
●Label Up & Label Down button



It adjust the up-and-down position of the label on the ELEMENT.
●Display button
It adjust the line spacing of the DISPLAY.
1. To equalize line gaps, you can use the up-and-down arrow or PageUp/PageDown of a cursor key.
You may drag the right end on DISPLAY up and down.
(A note. Dragging may not be effective by beta version. .In that case, please use a cursor key)
If it cannot do, please change the SL Viewer's window size.
2. Click as correctly as possible "・" currently displayed as "- <- PLEASE CLICK LEFT DOT." written to the upper left of the DISPLAY.
3. Click "・" of "PLEASE CLICK RIGHT DOT. -> ・" similarly written to the lower right.
4. Click as correctly as possible "_" currently displayed as "_ <- PLEASE CLICK LEFT LINE." written to the upper left of the DISPLAY.
5. Click "_" of "PLEASE CLICK RIGHT LINE. -> _" similarly written to the lower right.
6. Push the Display button and end.
●Display Pos button
It adjust the right-and-left position of the DISPLAY.
1. Drag the scroll bar of the Sequence Editor, and move the position of the DISPLAY.
2. Push the Display-Pos button and end.
●ContentsDef… button
It define the specification of user's contents.
■ContentsDef menu
To return to the Setup menu, push the ←Back button.
Attach a UserContentHUD, activate with a click, and select the target content from the list of DISPLAY.
●Rename button
It change the name of the object on the DISPLAY list.
1. Say a new name by the chat channel 1 after activating this button.
(While the "Chat /1 xxx" button is blinking it is effective)

2. To end, push that button again. ●Priority button
It change the animation priority of the object on the DISPLAY list.
1. Say a new priority by the chat channel 1 after activating this button.
(While the "Chat /1 xxx" button is blinking it is effective)

2. To end, push that button again.
●Duration button
It change the animation duration(Limit 30sec) of the object on the DISPLAY list.
1. Say a new duration by the chat channel 1 after activating this button.
(While the "Chat /1 xxx" button is blinking it is effective)

2. To end, push that button again.
●Loop button


●LoopIn button

It change the animation loop-in of the object on the DISPLAY list.
1. Say new percentage by the chat channel 1 after activating this button.
(While the "Chat /1 xxx" button is blinking it is effective)

2. To end, push that button again.
●LoopOut button
It change the animation loop-out of the object on the DISPLAY list.
1. Say new percentage by the chat channel 1 after activating this button.
(While the "Chat /1 xxx" button is blinking it is effective)

2. To end, push that button again.
●EaseIn button
It change the animation ease-in(Limit 30sec) of the object on the DISPLAY list.
1. Say a new duration by the chat channel 1 after activating this button.
(While the "Chat /1 xxx" button is blinking it is effective)

2. To end, push that button again.
●EasOut button
It change the animation ease-out(Limit 30sec) of the object on the DISPLAY list.
1. Say a new duration by the chat channel 1 after activating this button.
(While the "Chat /1 xxx" button is blinking it is effective)

2. To end, push that button again.
●Usage of DISPLAY
In case of Main menu.
If a contents HUD are activated whith a click, the list of the contents will be displayed.
The specification displayed on the right of the DISPLAY is mere information.
This is not reflecting the contents of a file strictly.
I can try a content, if you double-click the content name on a list.
(The target content file must be in the contents HUD)
In case of Contents Definition menu.
If a UserContents HUD are activated whith a click, the list of the contents will be displayed.
You can select a content from this list and can define that specification.
●Edit of an ELEMENT.
For editing an ELEMENT time duration.
Select and drag it.
For editing an ELEMENT position of time.
Select it and press the cursor key of the four directions of a keyboard.
You may drag with a mouse the place which does not have an ELEMENT on Timeline-area, with the cursor key pressed.
To end,click the place where no ELEMENT on Timeline-area is.
To delete an ELEMENT,push the Delete button after selecting it.
●The meaning of the label on an element.
This is a sample.


●Tips
How to edit overlapping ELEMENT(s).
Timeline scroll to show a selected ELEMENT in the center.
(Update: Rev5)
ZEUS is able to attach on "HUD TOP" only.
CAERUS is able to attach on "HUD BOTTOM" only.
HERA is able to attach on HUD anywhere.
We recommend you to check the gaps between the lines of the list displayed on the DISPLAY at first.
For that purpose , refer to how to use the Display button of the Setup menu(It is not that of the Main menu) .
■Main menu
●Active button

It changes ON/OFF of the Sequence Editor.
A note.
This button exists also in HERA.
A note.
This button exists also in HERA.


It changes ON/OFF-status of the DISPLAY.
A note.
This button exists also in HERA.
●Delete button
It delete a selected ELEMENT.
●Bake button
It transmit a SEQUENCE to Player(BRONTES).
A note.
"SEQUENCE" is sequence-data.
You have to push the Bake button, after pushing the ListnToBake button of Player(BRONTES).
●Label button




It chage a kind of the label on ELEMENTS.
●Setup… button
It open the Setup menu.
●Redraw button
When SL is not in good condition and some labels on ELEMENTS are not displayed, It redraw all ELEMENTS.
●Reset button
It reset ZEUS, HERA, and CAERUS.
A note.
The contents adjusted by Setup are saved.
■Setup menu
A note.
This button exists also in HERA.
●Delete button

●Bake button

A note.
"SEQUENCE" is sequence-data.
You have to push the Bake button, after pushing the ListnToBake button of Player(BRONTES).
●Label button





●Setup… button

●Redraw button

●Reset button

A note.
The contents adjusted by Setup are saved.
■Setup menu

To return to the Main menu, push the ←Back button.




●Display button

1. To equalize line gaps, you can use the up-and-down arrow or PageUp/PageDown of a cursor key.
You may drag the right end on DISPLAY up and down.
(A note. Dragging may not be effective by beta version. .In that case, please use a cursor key)

2. Click as correctly as possible "・" currently displayed as "- <- PLEASE CLICK LEFT DOT." written to the upper left of the DISPLAY.




●Display Pos button

1. Drag the scroll bar of the Sequence Editor, and move the position of the DISPLAY.

●ContentsDef… button

■ContentsDef menu
To return to the Setup menu, push the ←Back button.



1. Say a new name by the chat channel 1 after activating this button.
(While the "Chat /1 xxx" button is blinking it is effective)



1. Say a new priority by the chat channel 1 after activating this button.
(While the "Chat /1 xxx" button is blinking it is effective)


●Duration button

1. Say a new duration by the chat channel 1 after activating this button.
(While the "Chat /1 xxx" button is blinking it is effective)


●Loop button


It change the loop attribute of the target animation.

1. Say new percentage by the chat channel 1 after activating this button.
(While the "Chat /1 xxx" button is blinking it is effective)


●LoopOut button

1. Say new percentage by the chat channel 1 after activating this button.
(While the "Chat /1 xxx" button is blinking it is effective)


●EaseIn button

1. Say a new duration by the chat channel 1 after activating this button.
(While the "Chat /1 xxx" button is blinking it is effective)


●EasOut button

1. Say a new duration by the chat channel 1 after activating this button.
(While the "Chat /1 xxx" button is blinking it is effective)


●Usage of DISPLAY
In case of Main menu.
If a contents HUD are activated whith a click, the list of the contents will be displayed.
The specification displayed on the right of the DISPLAY is mere information.
This is not reflecting the contents of a file strictly.
I can try a content, if you double-click the content name on a list.
(The target content file must be in the contents HUD)
In case of Contents Definition menu.
If a UserContents HUD are activated whith a click, the list of the contents will be displayed.
You can select a content from this list and can define that specification.
●Edit of an ELEMENT.
For editing an ELEMENT time duration.
Select and drag it.


You may drag with a mouse the place which does not have an ELEMENT on Timeline-area, with the cursor key pressed.
To end,click the place where no ELEMENT on Timeline-area is.
To delete an ELEMENT,push the Delete button after selecting it.
●The meaning of the label on an element.
This is a sample.

"sleep" which is Loop animation with the time of 0.5 sec is selected.
Edited the animation duration.

meaning
P=4: Priority4
L=I:0: LoopIn 0%
O:100: LoopOut 100%
UC: Unconditional execution
26.8-40.1:
starting time: 26.8sec
ending time: 40.1sec
13.3: animation duration 13.3sec 40.1-26.8=13.3
26.6: looping times 26.6times 13.3/0.5=26.6
L=I:0: LoopIn 0%
O:100: LoopOut 100%
UC: Unconditional execution
26.8-40.1:
starting time: 26.8sec
ending time: 40.1sec
13.3: animation duration 13.3sec 40.1-26.8=13.3
26.6: looping times 26.6times 13.3/0.5=26.6
How to edit overlapping ELEMENT(s).


Posted by SLoverdrive at
05:00
│_TACHYON_:Instruction
SBE ContentsHUD
2012年11月04日
The contents which you use by Sequence Editor, and its information are stored in the contents HUD.
There are three kinds of them, InternalContentsHUD, UserContentsHUD, and CommercialContentsHUD.
A InternalContentsHUD has built-in animation information.
A CommercialContentsHUD is commercial contents.
Use a UserContentsHUD, when you use the contents which you prepared by yourself.
The contents which you can use now are only animations.
You must use the contents HUD activated.
You can select a content of a list on DISPLAY, or can execute it with a double click.
Use a UserContentsHUD using the contents which you prepared by yourself.
A UserContentsHUD can use only a content which can be copied.
The kind of a content is either of the following.
A. What you yourself uploaded.
B. What you got from others.
You have to copy it in UserContentsHUD.
The procedure in A should look at a YouTube.
In B, it is as follows.
1. Rez UserContebtsHUD on land.
2. Copy a content and put into it.
3. Take it.
Additional information.
Tip. If you would like to change the name of the contents HUD, take it rez on land.
4. Attach it on HUD.
5. The remaining procedures should define specification using "ContentsDef..." in the Setup menu as well as the second half of A.
Notes.
When the information on a content is not known.
Duration: Please measure Duration by yourself.
Priority: If you execute after choosing Character/Animation info of the Advanced menu, UUID and Priority of a content will be displayed on your avatar.
(Push Ctrl+Alt+D of a keyboard simultaneously to make Advanced menu appear)
Execute several times and find UUID appropriate for it.

Loop: Execute for a check.
Because it does not understand about LoopIn, LoopOut, EaseIn, and EaseOut, let's use a suitable value.

(Update: Rev3)
There are three kinds of them, InternalContentsHUD, UserContentsHUD, and CommercialContentsHUD.
A InternalContentsHUD has built-in animation information.
A CommercialContentsHUD is commercial contents.
Use a UserContentsHUD, when you use the contents which you prepared by yourself.
The contents which you can use now are only animations.
You must use the contents HUD activated.
You can select a content of a list on DISPLAY, or can execute it with a double click.

A UserContentsHUD can use only a content which can be copied.
The kind of a content is either of the following.
A. What you yourself uploaded.
B. What you got from others.
You have to copy it in UserContentsHUD.
The procedure in A should look at a YouTube.
In B, it is as follows.
1. Rez UserContebtsHUD on land.
2. Copy a content and put into it.
3. Take it.
Additional information.

Tip. If you would like to change the name of the contents HUD, take it rez on land.
4. Attach it on HUD.
5. The remaining procedures should define specification using "ContentsDef..." in the Setup menu as well as the second half of A.
Notes.
When the information on a content is not known.
Duration: Please measure Duration by yourself.
Priority: If you execute after choosing Character/Animation info of the Advanced menu, UUID and Priority of a content will be displayed on your avatar.
(Push Ctrl+Alt+D of a keyboard simultaneously to make Advanced menu appear)
Execute several times and find UUID appropriate for it.


Because it does not understand about LoopIn, LoopOut, EaseIn, and EaseOut, let's use a suitable value.

(Update: Rev3)
Posted by SLoverdrive at
05:00
│_TACHYON_:Instruction
SBE Quickstart
2012年11月03日
_TACHYON_ is a solution for you to make performance of an avatar comfortably efficiently.
If you have used DTV software, how to use this should also be learned simply.
However, of course, the basic knowledge of Second Life is certainly required >: -)
Let's explain how to use simply.
The basic configuration of _TACHYON_ is Contents, Sequence editor, and Player.

The definition of words.(Refer to an simple flow)
CONTENT
A CONTENT is an animation file.
An animation file is also called a motion file.
The information on two or more CONTENT(s) is stored in one ContentsHUD.
ContentsHUD
There are three kinds of ContentsHUD(s), InternalConentsHUD, CommercialContentsHUD, and UserContentsHUD.
ELEMENT
How to use a CONTENT is defined to ELEMENT.
SEQUENCE
The execution order of ELEMENTS is defined to SEQUENCE.
ACTION
A series of animation executed by one SEQUENCE is called ACTION.
One Player holds one SEQUENCE and does one ACTION.
1. Attach the contents HUD and the sequence editor as HUD.
The sequence editor consists of ZEUS, HERA, and CAERUS.
ZEUS is able to attach on "HUD TOP" only.
CAERUS is able to attach on "HUD BOTTOM" only.
HERA is able to attach on HUD anywhere.
2. Click the contents HUD, to display a contents list.
3. Let's scroll the contents list or carry out a form feed.
To scroll, drag a display right end up and down.
To start a new line, push the up-and-down cursor of a keyboard.
Push PageUp/PageDwon of a keyboard, to carry out a form feed.
4. Select the content on a contents list.
5. Check being displayed above the Active button of the sequence editor as "content name" is ready.
(Attention: A GHOST ELEMENT will be generated, if it places when it is not displayed)
6. Click the timeline of the sequence editor and place the content.
Notes.
What has been placed is called an ELEMENT.
The placement pattern of ELEMENTS are called SEQUENCE.
7. Arrange a required content similarly.
(The numbers of maximums of an element differ for every edition.example SuperBeginner's Edition RC1=5,β=10,Ver1.00=5,Beginner's Edition=10,etc...)
8. If it finishes, please transmit to a player-HUD(BRONTES-CYCLOPS) and check the SEQUENCE.
9. Edit the SEQUENCE, if operation is not satisfactory.
10. When making the SEQUENCE is completed, rename the object name of the player-HUD(BRONTES-CYCLOPS) to the suitable name.
It will become easy that you manage it.
11. Finally let's detach the sequence editor and shoot using the player-HUD(BRONTES-CYCLOPS).
Notes.
Let's use a quick execution button to start the player-HUD(BRONTES-CYCLOPS) manually.

If you change the avatar name which the player-HUD(BRONTES-CYCLOPS) manipulates, you can move another avatar.
You can copy the player-HUD(BRONTES-CYCLOPS) and can do the same motion by two or more avatars.
(Update: Rev5)
If you have used DTV software, how to use this should also be learned simply.
However, of course, the basic knowledge of Second Life is certainly required >: -)
Let's explain how to use simply.
The basic configuration of _TACHYON_ is Contents, Sequence editor, and Player.

The definition of words.(Refer to an simple flow)
CONTENT
A CONTENT is an animation file.
An animation file is also called a motion file.
The information on two or more CONTENT(s) is stored in one ContentsHUD.
ContentsHUD
There are three kinds of ContentsHUD(s), InternalConentsHUD, CommercialContentsHUD, and UserContentsHUD.
ELEMENT
How to use a CONTENT is defined to ELEMENT.
SEQUENCE
The execution order of ELEMENTS is defined to SEQUENCE.
ACTION
A series of animation executed by one SEQUENCE is called ACTION.
One Player holds one SEQUENCE and does one ACTION.
1. Attach the contents HUD and the sequence editor as HUD.

ZEUS is able to attach on "HUD TOP" only.
CAERUS is able to attach on "HUD BOTTOM" only.
HERA is able to attach on HUD anywhere.
2. Click the contents HUD, to display a contents list.


To start a new line, push the up-and-down cursor of a keyboard.
Push PageUp/PageDwon of a keyboard, to carry out a form feed.
4. Select the content on a contents list.
5. Check being displayed above the Active button of the sequence editor as "content name" is ready.
(Attention: A GHOST ELEMENT will be generated, if it places when it is not displayed)


What has been placed is called an ELEMENT.
The placement pattern of ELEMENTS are called SEQUENCE.
7. Arrange a required content similarly.
(The numbers of maximums of an element differ for every edition.example SuperBeginner's Edition RC1=5,β=10,Ver1.00=5,Beginner's Edition=10,etc...)
8. If it finishes, please transmit to a player-HUD(BRONTES-CYCLOPS) and check the SEQUENCE.
9. Edit the SEQUENCE, if operation is not satisfactory.
10. When making the SEQUENCE is completed, rename the object name of the player-HUD(BRONTES-CYCLOPS) to the suitable name.
It will become easy that you manage it.
11. Finally let's detach the sequence editor and shoot using the player-HUD(BRONTES-CYCLOPS).
Notes.
Let's use a quick execution button to start the player-HUD(BRONTES-CYCLOPS) manually.


You can copy the player-HUD(BRONTES-CYCLOPS) and can do the same motion by two or more avatars.
(Update: Rev5)
Posted by SLoverdrive at
05:00
│_TACHYON_:Instruction