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How come there is no body contact?

Adam Cassidy
Junior Member
Join date: 6 Jan 2004
Posts: 12
09-12-2004 20:34
I used to play TSO with my gf, and now we play Sl. We are wondering why there are no kissing or hugging options.
Can that be created in the future?
Edav Roark
Bounty Hunter
Join date: 4 Sep 2003
Posts: 569
09-12-2004 20:50
I know Hugging can be done by Custom Animations.
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Loki Pico
Registered User
Join date: 20 Jun 2003
Posts: 1,938
09-12-2004 21:10
In TSO all of the sims are the same size. It is somewhat 2D and easier to make interactions look right in that environment.

In SL, avatars are all shapes and sizes and it makes animations a bit harder to achieve. There are custom animations that residents have made that enable hugs and kissing. I have a hug animation that works really well if the avatars are about the same size and shape, but I am 8' tall and I usually wind up hugging air over the others head.

Look around, search for animations. You might find some that will suit your needs.
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
09-12-2004 21:36
When you've seen the avatars twice your size that look like enormous birds, you'll realize why.
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Adam Cassidy
Junior Member
Join date: 6 Jan 2004
Posts: 12
09-12-2004 22:32
We're both life size,,and when I have tried to come close I bump into her....anyway I'm very new even though i came in january how do we do animations?
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
09-12-2004 22:55
A just thought to think over, the average SL av is 6ft tall.
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Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
09-12-2004 23:11
I still think there is allot of room for improvement. It its true the the sims online sim can not fly. and sims are relatively all the same size. Witch make animation easer. But even if sl has those handicaps, there is allot of room for improvement.

Right now getting two avatars to connect with each other isn't built in. People have hacked together scripts. But those scripts cannot make people turn to face each other. Hugging some one should be as easy as sitting.

Right now if two avatars get too close to each other. They can bump into each other. Witch I think is good for walking around strangers. But it really interferes with two person interactive animations. Hugging, snuggling, tickling, extra.
Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
09-12-2004 23:21
You know, the new hug bracelet rocks. I'm hoping that will wind up being something that includes a variety of 2-av animations and will be distributed to all newbies.
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Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
09-12-2004 23:55
BTW if any one has been working on a peggy back animation, or a carry animation. I have an object that will work. But it require some special setup in poser before export.
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
09-13-2004 22:15
From: someone
Originally posted by Kurt Zidane
Right now getting two avatars to connect with each other isn't built in. People have hacked together scripts. But those scripts cannot make people turn to face each other. Hugging some one should be as easy as sitting.


This isn't true, you could move the av closer and rotate it so it was in proper position via a script.
_____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river.
- Cyril Connolly

Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence.
- James Nachtwey
Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
09-14-2004 00:54
From: someone
Originally posted by Strife Onizuka
This isn't true, you could move the av closer and rotate it so it was in proper position via a script.


You can't rotate an avatar with a script. You should add that to your "I want" list. :)
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
09-14-2004 15:18
I was hugged just yesterday. Apparently someone has scripted an object that when worn, allows you to send a hug invitation to another avatar. If the recipient accepts the hug, then both avatars are animated into a hugging position, with their centers aligned so they are at the proper relative height and so that they face eachother. When the hug ends, they both end up where they started.

I'm not sure where the person who hugged me aquired the device (I know she wouldn't have made it herself), but it I'll ask her and post the answer here later.

Of course, now the next step needs to be considered. If a single object can make 2 avatars hug, it's easy enough to change the animation so that they will both do, well ...other things. ;)
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
09-14-2004 15:57
From: someone
Originally posted by Catherine Omega
You can't rotate an avatar with a script. You should add that to your "I want" list. :)


But you could use the positioning commands to walk the av backwords then forward facing the direction you want.
_____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river.
- Cyril Connolly

Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence.
- James Nachtwey
Morgaine Dinova
Active Carbon Unit
Join date: 25 Aug 2004
Posts: 968
09-15-2004 03:54
From: someone
Originally posted by Chosen Few
If a single object can make 2 avatars hug, it's easy enough to change the animation so that they will both do, well ...other things. ;)

Fortunately, that's not a mortal sin in Europe. :-) Anyway, the SL community standards have that one cracked.
Tito Gomez
Mi Vida Loca
Join date: 1 Aug 2004
Posts: 921
09-15-2004 05:42
No body contact?

If you could only seen what I have seen.

Adam, you need to go out and explore. You will see plenty of kissing, hugging, all the way up to pretty kinky stuff.

They have the animations for sale all over the place. Do a 'find' for animations and you will find many different vendors.

Right off the top of my head, Paradise Island has several animation vendors right off the tele. You can try before you buy.

Enjoy!

- tito
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Madiera Westerburg
waiting for apocolypse :D
Join date: 6 Apr 2004
Posts: 836
09-15-2004 17:23
launa fauna sells hug attachment things at her shopthat do the hug animation
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
09-16-2004 08:55
From: someone
Originally posted by Morgaine Dinova
Fortunately, that's not a mortal sin in Europe.
Leaving the good ol' USofA behind is looking better every day :)
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Phoenix Zircon
Registered User
Join date: 6 Nov 2003
Posts: 67
10-10-2004 02:44
Not a mortal sin in Europe? Apparently you haven't been to Vatican City lately. ;)
Latonia Lambert
Registered User
Join date: 24 Jul 2004
Posts: 425
10-10-2004 03:48
Carrying on from this - does anyone know of an anim where you can hold hands with another av whilst you are walking? That would be cool.
Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
10-10-2004 04:45
Because public displays of affection are against the rules.
Morgaine Dinova
Active Carbon Unit
Join date: 25 Aug 2004
Posts: 968
10-10-2004 21:08
Hmmm. OK, several people have given reasons why we don't have very good av contact in SL currently.

What would be needed to actually allow it? Something like a function requesting a traction force between two attachment sites on different avatars? I guess that might bring two body parts together despite large differences in size or shape. It's not "physics", but I guess it might be possible to arrange. Or something else?
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
10-10-2004 21:30
From: Morgaine Dinova
Hmmm. OK, several people have given reasons why we don't have very good av contact in SL currently.

What would be needed to actually allow it? Something like a function requesting a traction force between two attachment sites on different avatars? I guess that might bring two body parts together despite large differences in size or shape. It's not "physics", but I guess it might be possible to arrange. Or something else?


Ill use the handholding scenerio that was mentioned in the thread earlier:
One thing I think would be a major technical hurdle would be keeping those hands together when one (or both) of the avatars move. It isnt very complex to get a static (one avatar holds on to another while both stand completely still) handholding gesture working; the difficulty arises when it comes to the complex dragging, swinging, and flexing that is done when someone is walking while holding another person's hand. We currently cannot manipulate the position of individual body parts with scripts yet; right now its all done via pre-positioned animations. The only solution I can see to this problem would be the implementation of ragdoll physics or some kind of "dynamic animation" feature. Obviously, the former would be an incredible strain on the servers, given that even with the current, "rigid" avatars, they buckle.

I hope I havent gone too offtopic :)
==Chris
Morgaine Dinova
Active Carbon Unit
Join date: 25 Aug 2004
Posts: 968
10-11-2004 04:43
From: Christopher Omega
I hope I havent gone too offtopic :)
Hehe, no, far from it Chris, this was very useful as stuff to think about for the future.

In due course, SL (and every other 3D world) will have to implement real av-to-av body-part coordination, so how to do it is very much worth thinking about.

Since my last post, I've noticed a small problem with the traction force idea: the presence of an identical force in the local representations of multiple clients doesn't guarantee that they will all behave identically, since perturbations lead to the butterfly-in-China syndrome of chaos theory and the N-body problem. I guess any possible perturbations resulting from tiny client variations could be dealt with by periodic resync though. Or simply by giving the traction force a limited lifetime.

Maybe just simple periodic rebroadcast of the positions of the two mutually constrained body parts to everyone within view range would be a better approach, ie. without a traction force. That's non-scalable to large numbers of viewers present, but even with bad growth rate the effect won't be large because the positional information for two attachment sites is so tiny in size. However, that involves the server recalculating the positions all the time, which the traction force idea didn't require. Hmmm.

I guess we need to continue thinking about this.
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Artillo Fredericks
Friendly Orange Demon
Join date: 1 Jun 2004
Posts: 1,327
10-11-2004 07:48
I'd like to see a "magnet" type attachment, in lieu of having full ragdoll physics added in to the world. Just attach the "magnet" object to whatever body part(s) you want to be joined, and voila!

That would be useful too for making object assemblies, especially if we could set the "magnet" link by point, edge, axis, or face(surface to surface) like in so many parametric CAD programs out there.

Arti
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Morgaine Dinova
Active Carbon Unit
Join date: 25 Aug 2004
Posts: 968
10-11-2004 08:21
From: Artillo Fredericks
I'd like to see a "magnet" type attachment, in lieu of having full ragdoll physics added in to the world. Just attach the "magnet" object to whatever body part(s) you want to be joined, and voila!
To what extent can we approach that now, Arti? It's almost certainly not possible in exactly the way one would wish (otherwise everyone would be doing it), but can the scripts within two attachments on two different avatars not exert any movement influences between them in any way? What are the issues that prevent it? Could some relatively simple change make it work to a limited extent?
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