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Should I get my balls out?

Craig Altman
Second Life Resident
Join date: 11 Nov 2004
Posts: 131
03-12-2009 01:04
From: Faithless Babii
I prefer menu driven to be honest...but...more and more these days i buy a piece of furniture with the poses hidden, only to find that no matter where i click to sit...i will ALWAYS sit in the same pose in the same spot...If someone else sits before me, for example on a sofa, then and only then can i sit someplace else..that REALLY irritates me. I might not want to sit, I might want the laying pose...it happens on a couple of makers gear, cant for the life of me work out why? (prolly me doing something wrong I suppose)

Soooo...the question...pose balls so i can choose where and how, inbuilt is prettier but ONLY if i can choose the pose,position,location ie: I want to sit on THAT cushion...when i click on it, NOT over there on another!


Its not you doing something wrong.

Oddly in SL, if you put 2 anim+script combinations in 2 furniture prims, and those prims are physically touching in the linked set, SL then automatically puts you onto the prim that is the higher in the prim hierarchy, for instance - if the prims are touching and one of them was linked in the item after the other, you will always sit onto the later linked one no matter which one you try to sit on, the next person to sit will go onto the next more recently linked one(because you are occupying the later one), and so it continues.

Even if you pulled a window round the item and used "link", SL always puts the prims into a linked sequence, the one that appears yellow in the "edit" view being the last linked one or "parent"

The ways out of this issue is to have the cushions containing the anims not physically touching the other prims in the item, which would probably make the furniture item look odd, the other way is to use poseballs as those are rarely physically touching the other furniture prims in the set.

I personally think embedding the anims in the item gives it a more "pro" look, but it comes with a couple of problems for the user of the item, the first being the one above, the second being that you can only set the offset in the scripts to fit a particular avatar size, poseballs allow the owner to adjust the position more easily(if the item is mod)
Faithless Babii
Iam F.A.B
Join date: 5 Feb 2007
Posts: 1,079
03-12-2009 02:21
From: Craig Altman
Its not you doing something wrong.

Oddly in SL, if you put 2 anim+script combinations in 2 furniture prims, and those prims are physically touching in the linked set, SL then automatically puts you onto the prim that is the higher in the prim hierarchy, for instance - if the prims are touching and one of them was linked in the item after the other, you will always sit onto the later linked one no matter which one you try to sit on, the next person to sit will go onto the next more recently linked one(because you are occupying the later one), and so it continues.

Even if you pulled a window round the item and used "link", SL always puts the prims into a linked sequence, the one that appears yellow in the "edit" view being the last linked one or "parent"

The ways out of this issue is to have the cushions containing the anims not physically touching the other prims in the item, which would probably make the furniture item look odd, the other way is to use poseballs as those are rarely physically touching the other furniture prims in the set.

I personally think embedding the anims in the item gives it a more "pro" look, but it comes with a couple of problems for the user of the item, the first being the one above, the second being that you can only set the offset in the scripts to fit a particular avatar size, poseballs allow the owner to adjust the position more easily(if the item is mod)


thanks Craig, Ive always wondered why that happened ...and you just explained superbly :))
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Porky Gorky
Temperamentalalistical
Join date: 25 May 2004
Posts: 1,414
03-12-2009 06:43
From: Craig Altman
Its not you doing something wrong.

Oddly in SL, if you put 2 anim+script combinations in 2 furniture prims, and those prims are physically touching in the linked set, SL then automatically puts you onto the prim that is the higher in the prim hierarchy, for instance - if the prims are touching and one of them was linked in the item after the other, you will always sit onto the later linked one no matter which one you try to sit on, the next person to sit will go onto the next more recently linked one(because you are occupying the later one), and so it continues.

Even if you pulled a window round the item and used "link", SL always puts the prims into a linked sequence, the one that appears yellow in the "edit" view being the last linked one or "parent"

The ways out of this issue is to have the cushions containing the anims not physically touching the other prims in the item, which would probably make the furniture item look odd, the other way is to use poseballs as those are rarely physically touching the other furniture prims in the set.

I personally think embedding the anims in the item gives it a more "pro" look, but it comes with a couple of problems for the user of the item, the first being the one above, the second being that you can only set the offset in the scripts to fit a particular avatar size, poseballs allow the owner to adjust the position more easily(if the item is mod)


Thanks Craig this certainly solves an issue I have been baffled by!
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Porky Gorky
Temperamentalalistical
Join date: 25 May 2004
Posts: 1,414
03-12-2009 06:45
Thanks for all the feedback!

All very helpful.
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Jacksonn Munro
Lies on surveys
Join date: 6 Feb 2008
Posts: 110
03-12-2009 06:57
I like them both, just depends on SITuation I guess. :D
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Jumpin' Jacks
Maker of G rated menu driven rugs. Toys, shoes, furniture, animations & clothing.
http://slurl.com/secondlife/Samoa/248/197/58
Atashi Toshihiko
Frequently Befuddled
Join date: 7 Dec 2006
Posts: 1,423
03-12-2009 07:10
As a consumer, I don't have a preference either way. If the animations are quality and the item is well built then whether they use pose-balls or not is of lesser import.

As a creator, whether I use them or not depends on the item. For my vehicles, I never use them because they're another prim you can't use for the rest of the vehicle. For furniture, of which I make only a few items, I'll use them if it seems appropriate, or not use them if it seems unecessary.

I suspect your first estimation of pose-ball use being 50/50 could be indicative that either method is still equally valid.

-Atashi
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Lance Corrimal
I don't do stupid.
Join date: 9 Jun 2006
Posts: 877
03-12-2009 07:44
how about cushions instead of poseballs, that way you could do "edit linked parts" to reposition them, but still you dont have the ugly pink balls and "show/hide" pains.
Love Hastings
#66666
Join date: 21 Aug 2007
Posts: 4,094
03-12-2009 08:56
The poll results seem pretty clear. *Readies scissors*
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Oryx Tempel
Registered User
Join date: 8 Nov 2006
Posts: 7,663
03-12-2009 09:14
I voted "built-in" simply because a) it's one less prim, and b) I like the look of built-ins better. Those hovering pose balls have always weirded me out for some reason.
Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
03-12-2009 18:49
From: Lance Corrimal
how about cushions instead of poseballs, that way you could do "edit linked parts" to reposition them, but still you dont have the ugly pink balls and "show/hide" pains.
That's what I said above, and I think it's often the best solution, along with some texture convention so the customer can figure out M vs F seats.
Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
03-12-2009 18:54
From: Craig Altman
Its not you doing something wrong.

Oddly in SL, if you put 2 anim+script combinations in 2 furniture prims, and those prims are physically touching in the linked set, SL then automatically puts you onto the prim that is the higher in the prim hierarchy
This doesn't seem quite correct to me.

I find that the hierarchy is followed when you click->sit on a prim that has no script+anim, but whenever you click->sit on a prim that has a script+anim, you get what you clicked. To some extent this is controlled by LSL and its ability to pass clicks, and I don't remember the details here.

It's quite possible that behavior has changed, and one of us is out of date.

Due to the hierarchy rule, I generally put a generic sit & position in the root prim, and then specific ones in each pillow. Whenever someone clicks on a prim without a script+anim, they get the default one I intended.
Nimue Jewell
Unabashedly Leggy
Join date: 20 Mar 2007
Posts: 1,745
03-12-2009 18:59
From: Lear Cale
This doesn't seem quite correct to me.

I find that the hierarchy is followed when you click->sit on a prim that has no script+anim, but whenever you click->sit on a prim that has a script+anim, you get what you clicked. To some extent this is controlled by LSL and its ability to pass clicks, and I don't remember the details here.

It's quite possible that behavior has changed, and one of us is out of date.

Due to the hierarchy rule, I generally put a generic sit & position in the root prim, and then specific ones in each pillow. Whenever someone clicks on a prim without a script+anim, they get the default one I intended.


This is how I've found it to work too, Lear. I do the same thing, putting a more generic sit in the root, and additional poses in other prims more tailored to their location. I get the animation in the root when I sit on any prim that doesn't have a target/animation or the root prim, and I get the alternate animations when I target the other prims in the link set.
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Lewis Luminos
Ginger
Join date: 13 Aug 2008
Posts: 218
03-13-2009 04:05
I prefer built-in because it saves on prims. BUT it has to be modifyable.

I will not buy furniture that I can't switch around my own animations, switch textures, resize etc etc.
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Porky Gorky
Temperamentalalistical
Join date: 25 May 2004
Posts: 1,414
03-13-2009 09:15
From: Lear Cale
This doesn't seem quite correct to me.

I find that the hierarchy is followed when you click->sit on a prim that has no script+anim, but whenever you click->sit on a prim that has a script+anim, you get what you clicked. To some extent this is controlled by LSL and its ability to pass clicks, and I don't remember the details here.

It's quite possible that behavior has changed, and one of us is out of date.

Due to the hierarchy rule, I generally put a generic sit & position in the root prim, and then specific ones in each pillow. Whenever someone clicks on a prim without a script+anim, they get the default one I intended.


This is a good tip, I will do this also.
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Porky Gorky
Temperamentalalistical
Join date: 25 May 2004
Posts: 1,414
03-13-2009 09:41
So, to the merchants out there, do you feel that you are missing out on sales by using built in animations? My Av is about 5’7" so very small compared to the SL norm. I find that when I sit on most peoples targets I end up floating in the air a noticeable amount. When I try with an alt that is a foot taller I find most items are a comfortable fit.

Everything I produce needs to look and function perfectly, or as close as I can get. It bothers me thinking people will like the look of a chair for example but when they sit in it they decide not to buy because the pose doesn’t 'fit' them. Other than using a complex menu system offering multiple poses, which I don’t want to get into, I cannot see a way of creating a single item of built in animated furniture that is accessible to everyone without them having to modify the sit target coords. The best method I can think of is using pose balls as everything will be mod/copy. Simple job to then adjust the ball accordingly. This is what is still drawing me to the pose ball option despite it's obvious flaws such as prim count and appearance.

I am also considering displaying an item with a pose built in for the standard SL Av, then also including 2 more versions when they buy, one for small Av’s and one for larger Av’s. So they get 3 versions with built in animations when purchasing a single chair for example. Anyone tried this?

I am also considering selling every item with a pose ball version and built in animation version. So animations will be built in for the display models but there will be both a ball and built-in version in the end package. Anyone tried this?

Thanks
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