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llDetectedScale(); |
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Dan Medici
Registered User
Join date: 25 Jan 2004
Posts: 132
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10-23-2004 23:14
Yeah...
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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10-23-2004 23:35
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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10-23-2004 23:47
An even older thread requesting it:
/13/af/6494/1.html There has never been a linden responce to a request for this :-/ |
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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10-23-2004 23:50
An even older thread requesting it: /13/af/6494/1.html There has never been a linden responce to a request for this :-/ Heh. That's the "Ye" of my "Yeah". ![]() |
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Phoenix Linden
SL's Angel of Death
Join date: 3 Dec 2002
Posts: 168
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10-24-2004 01:11
Ok, it's not hard. Consider it queued.
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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10-24-2004 02:30
Ok, it's not hard. Consider it queued. Yes! WOO HOO! Huzzah! Yipee! Rah rah rah! Yay! ![]() |
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Dan Medici
Registered User
Join date: 25 Jan 2004
Posts: 132
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10-24-2004 16:41
yipeeeeeee
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
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10-25-2004 11:34
Phoenix, if you come back to this thread...
Even with llDetectedScale, how would I know where to position the sit target of a (for example) chariot or other standing vehicle to account for people of all leg lengths? The scale gives you their over-all height, but someone with long legs and a short torso might have the same scale as someone with short legs and a long torso. I don't know how to account for this short of allowing the "sit" targets to pick an attach point to use as a handle to the avatar. For instance, a Marry Poppins umbrella vehicle would use the right hand bone. Any avatar animation that plays would then use the hand as the center of local rotations and the player could dangle any way they choose. And a chariot could use one of the foot bones as the lock point, then the rider could sit or stand as they chose. A parachute would lock to the spine. A propeller beanie to the skull. etc... _____________________
~ Tiger Crossing
~ (Nonsanity) |
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Zuzi Martinez
goth dachshund
Join date: 4 Sep 2004
Posts: 1,860
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10-25-2004 13:57
i've been doing some stuff with animations and i don't think sl has a clue where your hand is when you're playing an animation. i don't think it even knows where you are, since you can dance right through people and objects. it still thinks you're standing where you started the animation. so when you sit on something and use an animation, it thinks you're on that object no matter what animation you play or where that animation puts you.
so seems like a whole other feature suggestion. can't lock the hand bone to an umbrella if it thinks your hand bone is 10m away from the umbrella. oh the hand bone's connected to the wrist bone, and the wrist bone's connected to the arm bone, and the arm bone's connected to the shoulder bone now hear the word of the lord! ![]() |
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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10-25-2004 15:40
what tiger is asking for with the vehical attach points is a good idea; and do-able. It would be all client side. It would change the root bone to the wrist or which ever bone was required and make everything work down from it. Course your animations might not work the way you expect. (start typing while flying and your body flips over and around the umbrella)
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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 |