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Allow editing of default pose sets.

Ice Brodie
Head of Neo Mobius
Join date: 28 May 2004
Posts: 434
06-23-2004 09:21
Currently there's the... sitting issue discussed by others, which honestly I want fixed as well (I don't sit like that, my mom and grandmother don't even sit like that, why does my avitar have to)
Though, it wouldn't be too hard anymore, to allow for the default poses to be defined in inventory the same way custom chat gestures are, would it?
Or some menu option. Current, and less than ideal solution is that people are creating scripts to cue up their own animations on walk, the script handlers are going to be clogged with poor fixes until the option to control poses is moved onto the clients, support's already there in the server, that's what 1.4 was about.
Bino Arbuckle
Registered User
Join date: 31 Dec 2002
Posts: 369
06-23-2004 16:42
Ice, based on some educated guessing by Oz Spade and myself, it looks like the current custom animations setup has a good foundation to support future reassignment of the 'generic' poses like walking, sitting, flying, etc.

This will hopefully void the scripting kludge that Michi has complained about many times (and rightfully so).
Ice Brodie
Head of Neo Mobius
Join date: 28 May 2004
Posts: 434
06-23-2004 17:13
Fair enough, but how do I get rid of this prissy sit, for now?
Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
06-23-2004 18:07
Make a gesture with the animation you want, then when you're sitting just do "/getridofstupidsit" and have that gesture play the animation you want to use. Make sure the animations priority is set to 4, this is the highest prority and should overwrite the default sit one.

The thing is, we *can* get rid of some default poses, with gestures now, but its kind of a dirty hack especialy when you have to always type it, like lets see I want to do my fly, so /myfly but now i'm going to land... so ... /mylanding. It just doesn't work, hopefully they'll get around to the default animation replacing. :)

It seems in ViewArt.ini in your SL system folder there already is the default animation names and keys, so my guess is that we'll be able to replace those keys (either via GUI or manualy) with our own animation ones.
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Ice Brodie
Head of Neo Mobius
Join date: 28 May 2004
Posts: 434
06-23-2004 22:18
oh, I am so poking in the INI files, maybe I can hack it to do what I want it to be.
Jack Skallagrimson
バナナの電話!
Join date: 17 Jul 2003
Posts: 63
06-26-2004 10:29
Yeah, like walking, we should be able to change that to a different anim now, and flying... I would REALLY like to change the jump anim!
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Garoad Kuroda
Prophet of Muppetry
Join date: 5 Sep 2003
Posts: 2,989
06-26-2004 20:22
Changing those ini files, even if it works, would probably only be a client-side change visible on your end only. It's definitely a good idea to allow alterations of the default animations. Is it just me, or do AVs seem to walk "faster" and clumsier than they used to?
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Goshua Lament
Registered User
Join date: 25 Dec 2003
Posts: 703
06-26-2004 21:07
If anyone want's to test the ini files, send me an IM and we'll work out a time to meet and test it. See if it works at both ends.

EDIT: I tried switching the keys on several of the animations and it didn't appear to work. Anyone else tried yet?
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
06-26-2004 23:56
I tried it back in preview and it didn't work.

And someone, PLEASE explain to me why .ini would ONLY be client side? I just don't get it. Why do people think .ini is only for client side? I've sent info from .ini files across the internet before with programs, why can't SL do that?

How it could work using .ini:

Two ways...

1) On loadup, check .ini file, get names of default animations and the keys for each one, load these into program memory for quick access, everytime the default animation is triggered instead of playing the default key, just send the custom key to clients around to download that animation.

2) On trigger of the default animation, consult the .ini and get the new key to send out to the clients around for them to download and play.

Number 2 has the benefit that you could add in a GUI to change you're default animations on the fly, however I'm not sure how persistant consulting of the .ini would work out, may be a little slow.

I'm baffled by why anyone would think .ini = local only. Just because it has the local GUI skinning view art in it doesn't mean you can't have values in there to send over the internet.

Sorry to go off like that, but its something that keeps bugging me that people keep saying. :P
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Ice Brodie
Head of Neo Mobius
Join date: 28 May 2004
Posts: 434
06-28-2004 23:26
*snirks* client side only... that's funny... have you tested this?

As for the actual existance, since that was tested, it's possible that it's future support... wish they'd hurry up, Lindens hurry up and impliment this, people want it.
Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
06-29-2004 04:52
From: someone
Originally posted by Oz Spade
Make a gesture with the animation you want, then when you're sitting just do "/getridofstupidsit" and have that gesture play the animation you want to use. Make sure the animations priority is set to 4, this is the highest prority and should overwrite the default sit one.

The thing is, we *can* get rid of some default poses, with gestures now, but its kind of a dirty hack especialy when you have to always type it, like lets see I want to do my fly, so /myfly but now i'm going to land... so ... /mylanding. It just doesn't work, hopefully they'll get around to the default animation replacing. :)

It seems in ViewArt.ini in your SL system folder there already is the default animation names and keys, so my guess is that we'll be able to replace those keys (either via GUI or manualy) with our own animation ones.


I've also seen a little groundwork done in automating this. I saw a person last night who used a script to continiously play a new walk animation overtop the regular one, for example, whenever the avatar moved, and the same thing could be done for flying.

But such scripts will always be a hack, probably have problems, and will never work in no script land :/.
Ice Brodie
Head of Neo Mobius
Join date: 28 May 2004
Posts: 434
06-29-2004 08:11
From: someone
But such scripts will always be a hack, probably have problems, and will never work in no script land :/.

This was mentioned by me, in the first post:
From: someone
Current, and less than ideal solution is that people are creating scripts to cue up their own animations on walk, the script handlers are going to be clogged with poor fixes until the option to control poses is moved onto the clients, support's already there in the server, that's what 1.4 was about.


And these scripts are a poor solution, especially for those out there who don't know how to keep the script running clean. I'm actually asking if it'd be possible to add support to NewView itself, as that's what I've heard a lot of poeple want.
Karma Satyr
Little Tea Pot
Join date: 8 Jan 2004
Posts: 88
06-29-2004 08:37
this is definatly a must add feature!
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Garoad Kuroda
Prophet of Muppetry
Join date: 5 Sep 2003
Posts: 2,989
06-30-2004 22:34
Oz, the reason I suspect that (currently) altering the ini files might be a client-side change is a guess based on how LL may have implemented animation before they considered custom animation. Before now everyone's "walk" animation (and so on) was the same and there was definitely no need to send information like that to other clients.

So basically, it shouldn't be client-side, but (espeically since you can't get it to work) I'm thinking that basically sending that data to other clients might not be implemented yet. (Not that it can't be done.)

It's kind of an odd way to go about custom animation too, since we can customize everything else about AVs in game. But I guess using an ini is easier than making an in-game GUI for it.
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BTW

WTF is C3PO supposed to be USEFUL for anyway, besides whining? Stupid piece of scrap metal would be more useful recycled as a toaster. But even that would suck, because who would want to listen to a whining wussy toaster? Is he gold plated? If that's the case he should just be melted down into gold ingots. Help the economy some, and stop being so damn useless you stupid bucket of bolts! R2 is 1,000 times more useful than your tin man ass, and he's shaped like a salt and pepper shaker FFS!
Arito Cotton
Still Addicted
Join date: 25 Aug 2003
Posts: 131
Re: Allow editing of default pose sets.
07-01-2004 17:04
From: someone
Originally posted by Ice Brodie
(snip) ...allow for the default poses to be defined in inventory the same way custom chat gestures are... (snip)
(snip) ...Or some menu option... (snip)


I strongly support this suggestion.