buggs_moran wrote:What I have in mind would change the whole object, not just the texture. Changing just the texture would be nice for the paleo drift animations and maybe solar prominences, but I thing you need the ability to have the models change too, hence integration into the ssc.
It would have to be similar to Beginning and Ending, but would have some cyclical definition. For instance a daily occurance on Earth for one year every day at GMT mignight.
Don't get me wrong, I'm also all for a general solution for repeatable behaviour, models, textures, pulsars or whatever. (Not just textures)
Hence use of the word "generic" in previous post.
I'm thinking along the lines of allowing "variablity" to be specified on any appropriate SSC or STC attribute.
In terms of how this would be exposed in an SSC for example, I'm thinking that the values of object attributes for which this is enabled could perhaps be specified as variables, formulae, or even as a pseudo C++ style looping syntax.
If done properly, this could allow great creative freedom, by allowing animation or other time-dependent variability to be "programmed" separately for multiple attributes of the object within the SSC.
The key to it is allowing SSC attributes to be specified as variables rather than constants.
Of course,
TNSTAAFL -- this would complicate the parsing of the SSC/STC files.
eg.
An object could perhaps increase it's SemiMajorAxis (or even derive it from a formula), while simultaneously slowly decreasing it's RotationRate, and morphing some of it's textures.
I'm thinking this could be used for anything from simulated spacecraft flight, to texture animations of continental drift as suggested in this post.
(The limits would be your imagination and programming ability)
lpetrich, this type of enhancement (even if possible) is unlikely to happen overnight, so I suggest you investigate adapting my TRAVELLING ORION technique to your purposes. (-- Instead of modifying SemiMajorAxis as I have, you would change the name of the texture file, for each iteration. The smoother the animation required, the more iterations you will need.
It's maybe worth a try IMO.
CC