Sway and movement... Nice for realism, bad for attachment alignment.
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Jarhyn Wilde
Registered User
Join date: 11 Aug 2004
Posts: 41
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08-17-2004 12:17
I have only been playing a week, but at this point I notice something that really REALLY annoys me.
I don't mean the charecter's body movemement, because that can be halted with a freeze stand object. The thing I am talking about is a subdtle top level sway animation that I can'st seem to get rid of. It adds a lot to the realism I suppose, but when it is going it becomes nearly impossible to line up a head attachment because the axis shifts constantly and buggers it up, even when I am using a freeze stand. I would LOVE to see a feature which I could use to either alter the position of an attachment relative to the attached part, or to literally remove all non-scripted/natural animations while editing an attached object.
Moreover someone shouldn't have to pay L$ just to put something on their body correctly. I mean, the freeze stands are a player workaround for a problem that should have been dealt with by linden long ago.
As for other things that could stand to be fixed in the graphics engine, It is not possible to edit the rotation/position of a group relative to it's parent object using the advanced editing features, but it is possible with the rings/arrow sliders. The problem with the clicky movement is that where the advanced editing options are exact to 3 decimals, the X Y Z things at the top of the screen are only good to 2 decimals and round the third, so I have no way of knowing if it is accurate.
For a math nut like me, it makes a difference, and it also makes a big difference visually.
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Goshua Lament
Registered User
Join date: 25 Dec 2003
Posts: 703
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08-17-2004 22:47
Someone should make a public domain freeze stand. I'll try to reverse engineer one.
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Wraith Jensen
I can walk thru walls....
Join date: 8 Aug 2004
Posts: 130
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08-18-2004 17:07
It can't be THAT hard... you just need to do an animaton override with an animation that doesn't move.
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Michi Lumin
Sharp and Pointy
Join date: 14 Oct 2003
Posts: 1,793
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08-19-2004 16:25
It isn't hard. If anyone wants freeze rings or freeze stands, just ask us. It's not a big deal. Maybe we should just give them out for free at the Luskwood store.
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Jarhyn Wilde
Registered User
Join date: 11 Aug 2004
Posts: 41
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08-23-2004 13:12
michi, I said even WITH a freeze stand or a freeze ring, there is still sway. I have observed this with 3 different animations, and they all do it. I uploaded an animation with only one keyframe of the actual animation looped and it STILL does it. the only time it ever stops (and even then it doesnt jump to a center default) is when the avatar is standing up, and you are editing something currently attached. hence where the freeze stands fall short.
hence why it would be nice to have a feature that would enable the appearance editing pose when not editing appearance, and remove all other poses. the code is already there, quite obviously.
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Wraith Jensen
I can walk thru walls....
Join date: 8 Aug 2004
Posts: 130
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08-23-2004 14:28
From: someone Originally posted by Jarhyn Wilde hence why it would be nice to have a feature that would enable the appearance editing pose when not editing appearance, and remove all other poses. the code is already there, quite obviously. I like that idea. (Or maybe allow you to do other stuff while in the appearance editor)
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Caoimhe Armitage
Script Witch
Join date: 7 Sep 2004
Posts: 117
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how it works in october
10-07-2004 05:03
From: Jarhyn Wilde
I don't mean the charecter's body movemement, because that can be halted with a freeze stand object. The thing I am talking about is a subdtle top level sway animation that I can'st seem to get rid of. It adds a lot to the realism I suppose, but when it is going it becomes nearly impossible to line up a head attachment because the axis shifts constantly and buggers it up, even when I am using a freeze stand.
I was feeling your exact frustration while trying to build some glasses Well, I just came up with a work-around at least. Build your object oversized. Then attach it. It is *much* easier to grab in spite of AV movement now. When you do manage to edit the object, (my AV at least) stood completely still while I resized the link set and positioned the glasses very carefully w/rt their attachment point. Maybe this is a well-known technique, but I thought I'd mention it anyway. No extras were required at all.
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Morgaine Dinova
Active Carbon Unit
Join date: 25 Aug 2004
Posts: 968
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10-07-2004 06:16
This is actually part of a much larger problem, the lack of any positional constraint machinery except for linked-prim and physical objects, and even then it's rather hamfisted. Avatar hair really shouldn't stick out through hats, nor should attached garters embed themselves into the flesh (and so on) when an avatar changes her stance. The problem seems to be caused by the excessively-simplified design of attachment sites, namely that what's attached is the abstract centre of an object instead of the its boundaries, and the attachment seems to be made to a single-point av attachment site instead of to the av mesh in that area. This isn't something that can be fixed overnight, but they'll have to redesign it eventually as part of SL evolution, since it's pretty poor. Pity that there's no real competition atm to force the pace of progress. Edit: just noticed that it's my 200th post ... a nice round number is a perfect excuse for a glass of wine. 
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Ariel Roentgen
Simply Me
Join date: 11 Apr 2004
Posts: 345
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11-10-2004 14:54
From: Morgaine Dinova This is actually part of a much larger problem, the lack of any positional constraint machinery except for linked-prim and physical objects, and even then it's rather hamfisted. Avatar hair really shouldn't stick out through hats, nor should attached garters embed themselves into the flesh (and so on) when an avatar changes her stance. The problem seems to be caused by the excessively-simplified design of attachment sites, namely that what's attached is the abstract centre of an object instead of the its boundaries, and the attachment seems to be made to a single-point av attachment site instead of to the av mesh in that area. This isn't something that can be fixed overnight, but they'll have to redesign it eventually as part of SL evolution, since it's pretty poor. Pity that there's no real competition atm to force the pace of progress. Edit: just noticed that it's my 200th post ... a nice round number is a perfect excuse for a glass of wine.  Amen! hehe I am reviving this thread since, while creating some earings, it was very frustrating when my head was moving even when I was using a freeze stand. However it is interesting that when you "edit" something that is attached, the swaying stops. But, since I was creating multi pierce earings, I wanted to be able to move each piece, hence I was not able to edit them while they were attached, making positioning of each piece difficult. This also affects people making stuff with multipierce sites, i.e. earing attached with a chain to a nose stud. Soooo... seeing as how it is possible to freeze an avie, it would be nice to make this an option  It would also be nice to be able to zoom in closer to your avie since positioning small earings is difficult from far away. I also liked it when it was easy to see "inside" your avies body, seeing as how when you attach something small, it ends up inside your avie and not easily retrievable. It would be nice if we could easily get "inside" our bodies again lol. That, or make it so attachments are attached outside of our skins. It was very difficult to retrieve my belly ring lol. On that note, same thing with stationary prims, it was nice being able to easily see inside a prim, seeing as how when you have a transparent prim over a non transparent prim, it is difficult to get to the non transparnet prim. i.e. pools. Hehe, and one more thing... when changing cloths by dropping folders onto yourself, it would be nice to have a pop up box asking if you want everything else that is on removed or not. As it is, whenever i change outfits in that manner, I have to go searching for my hair (noncopyable so I cant put it in every folder), and jewelry. Of course, if you were wearing a shirt and one is in the folder, the shirt would change. TY! hehe
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Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
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11-10-2004 15:02
Turn on local axis alignment in the edit window. That works wonders for me.
LF
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
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11-10-2004 15:09
Erm... freeze stand? Isnt it just the turn_180 animation? Doesnt take a rocket scientist to play that...
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Ariel Roentgen
Simply Me
Join date: 11 Apr 2004
Posts: 345
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11-10-2004 21:37
From: Lordfly Digeridoo Turn on local axis alignment in the edit window. That works wonders for me.
LF hehe did that, but it is hard to pierce an ear while it is still moving  lol my ear must have 20some holes in it from "the sway" 
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Ariel Roentgen
Simply Me
Join date: 11 Apr 2004
Posts: 345
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11-10-2004 21:38
From: Eggy Lippmann Erm... freeze stand? Isnt it just the turn_180 animation? Doesnt take a rocket scientist to play that... hehe well if it is, me and my nonexistent scripting/animation capabilities need all the help they can get  hehe and I have not seen this anim for sale anywhere that I can remember  If you happen to know where I might get this, I would appreciate an IM in game 
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Adel Took
Second Life Resident
Join date: 4 Nov 2004
Posts: 0
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11-12-2004 01:48
No animation can stop the "breathing" animation.
Many people want to position unattached objects to their avatar, which will later be made into attachments, so that they can align individual prims, rotate them, or do other edits which can't be done while attached.
Unfortunately the "breathing" animation prevents this workaround from being completely effective, since your body will continue to sway slightly, making it difficult to get a visual representation of what the object will look like when it is finally attached.
What would be nice is a way to turn off the "breathing" animation, perhaps even if it's just something thrown into the Debug menu.
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Kex Godel
Master Slacker
Join date: 14 Nov 2003
Posts: 869
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11-12-2004 01:51
From: Eggy Lippmann Erm... freeze stand? Isnt it just the turn_180 animation? Doesnt take a rocket scientist to play that... No animation can stop the "breathing" animation. Many people want to position unattached objects to their avatar, which will later be made into attachments, so that they can align individual prims, rotate them, or do other edits which can't be done while attached. Unfortunately the "breathing" animation prevents this workaround from being completely effective, since your body will continue to sway slightly, making it difficult to get a visual representation of what the object will look like when it is finally attached. What would be nice is a way to turn off the "breathing" animation, perhaps even if it's just something thrown into the Debug menu.
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
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11-14-2004 07:48
llStopAnimation("breathe_rot"  ; Should be all scripts need, unfortantly, it doesn't work. And to be honest, it pisses me off, extremely. The only logical reason I could think of for not allowing this (atleast by Linden-Logic), is LL may want every avatar to be a "breathing thing", which is kinda silly really when you can have robots (which don't always breath) and vehicles, and other various things as avatars. So I say, just allow us to stop it via script, problems solved with what... default { state_entry() { llSetTimerEvent(0.1); } timer() { llStopAnimation("breathe_rot"); //NOTE THIS DOES NOT CURRENTLY WORK } }
12 lines of code, or shorter if you really don't care about nice syntax like that. C'MON!!!
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