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Furniture and Animations

Feorie Frimon
Registered User
Join date: 12 Mar 2009
Posts: 7
06-18-2009 00:53
So...I'm playing with making furniture. I've got sculpies, figured out how to play with prims, etc.

I bought a pack of animations (the type with the little yellow 'running' dude) that are full perm, but I'm not sure how to put them into my furniture. They aren't in pose balls or anything.

Did a Google search, but not much came up.

Can someone point me in the right direction? Or tell me if I bought the wrong set of animations?
Dave Herbst
Registered User
Join date: 4 Sep 2004
Posts: 343
06-18-2009 01:00
From: Feorie Frimon
So...I'm playing with making furniture. I've got sculpies, figured out how to play with prims, etc.

I bought a pack of animations (the type with the little yellow 'running' dude) that are full perm, but I'm not sure how to put them into my furniture. They aren't in pose balls or anything.

Did a Google search, but not much came up.

Can someone point me in the right direction? Or tell me if I bought the wrong set of animations?


You just drag them into the prim, but you will need a script to run them too. There are plenty of freebees and examples around.
Phoenixa Sol
Dance Addict
Join date: 31 Aug 2006
Posts: 315
06-18-2009 01:02
I used a poseball script with a configurable notecard so that the sit position could be adjusted, (once I figured out how) on the x, y, and z. I sent you the script, configuration card and instructions in world, happy creating!
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Liznwiz Wei
Registered User
Join date: 9 Dec 2006
Posts: 69
06-18-2009 01:13
This is the gadget I use to put poses into furniture, it works really well and is simple to use

https://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=318690
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Phil Deakins
Prim Savers = low prims
Join date: 17 Jan 2007
Posts: 9,537
06-18-2009 02:31
The most common system for it is MLP, and it's free. There are 2 free varieties - MLP 1.1 and MLP2. The latter is MLP 1.1 improved.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
06-18-2009 03:30
If you bought full-perm animations, be sure to follow the seller's rules about making them *not* full perm before putting them in furniture you will distribute. (It's possible that they're just freebie animations anyway--I don't know of anybody selling "packs" of quality full-perm animations--but maybe.)
Phil Deakins
Prim Savers = low prims
Join date: 17 Jan 2007
Posts: 9,537
06-18-2009 03:36
There are some full perm anim sets for sale - quite costly too. The 'standard' set that caused the big screw up last year could also be bought, and porbably still can, even though they were ripped.
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Clarissa Lowell
Gone. G'bye.
Join date: 10 Apr 2006
Posts: 3,020
06-18-2009 05:11
Rez a ball, put the animation inside the content tab in edit mode. I think you also have to add a 'sit target' script.

Then just resize the ball to a small size. Once it's in place, add a transparent texture, or a texture matching the furniture. Your choice.

Pretty sure that's how it's done.
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Lindal Kidd
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Join date: 26 Jun 2007
Posts: 8,371
06-18-2009 07:19
From: Clarissa Lowell
Rez a ball, put the animation inside the content tab in edit mode. I think you also have to add a 'sit target' script.

Then just resize the ball to a small size. Once it's in place, add a transparent texture, or a texture matching the furniture. Your choice.

Pretty sure that's how it's done.


That's one way, but it uses an unnecessary prim. You can put the pose or the animations in a seat cushion just as easily. and adjust the sit target position as another poster mentioned.

This gets us into the debate about "which is better, furniture with poseballs or furniture without poseballs"? Poseballs take up prims, and you have to remember to hide them or live with a lot of pink and blue clutter in your house. On the other hand, poseballs make it easy for the user to adjust the sit position. I have a couch with five menu-selectable sit animations, and the menu also allows me to adjust the position of each sit. I love it. The only improvement I can think of would be to have a "no animation" sit, ALSO with adjustable positioning. That would let me use my AO sits, too.
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Lindal Kidd
Nimue Jewell
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Join date: 20 Mar 2007
Posts: 1,745
06-18-2009 09:26
From: Lindal Kidd
The only improvement I can think of would be to have a "no animation" sit, ALSO with adjustable positioning. That would let me use my AO sits, too.


Hmmmmmm.....

/me makes a note. :)


Feorie, the others have pretty much answered your question so this is just repeating their good advice, but yes, you need a script to put in with the animation in either a poseball you link to the furniture, or directly into the furniture cushions themselves. You will add the animation (or more than one if you use multi sit scripts or an MLP system) and then position the animation and store that sit target location in the script.

As Qie mentioned, you will want to reset the permissions on the animations. Setting the perms on the furniture object will NOT protect the animations. Those perms, as well as scripts, have to be changed individually.
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Amity Slade
Registered User
Join date: 14 Feb 2007
Posts: 2,183
06-18-2009 09:55
The jPose script is also a nice one to put into furniture too. It's only for one-person animations. Just like the other poseball scripts, you can rip it out of the poseball and put it into a cushion or something. It's full perm and on sale at XStreetSL for L$ 1.
Feorie Frimon
Registered User
Join date: 12 Mar 2009
Posts: 7
06-18-2009 13:09
Thanks guys!! That was a big help! :)
xtina Borkotron
Registered User
Join date: 12 Oct 2008
Posts: 8
06-18-2009 15:32
interesting... i will look into this.
From: Lindal Kidd
The only improvement I can think of would be to have a "no animation" sit, ALSO with adjustable positioning. That would let me use my AO sits, too.
Nina Stepford
was lied to by LL
Join date: 26 Mar 2007
Posts: 3,373
06-18-2009 15:34
interesting... i will look into this. not sure how to implement something like that, as each pose is a reference to a pose asset uuid.
From: Lindal Kidd
The only improvement I can think of would be to have a "no animation" sit, ALSO with adjustable positioning. That would let me use my AO sits, too.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
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06-18-2009 16:22
From: Nina Stepford
interesting... i will look into this. not sure how to implement something like that, as each pose is a reference to a pose asset uuid.
Well, I would think a script could just stop the "sit" animation when somebody sits (it should do that anyway), and then just not start any other animations.

But to use standard scripts like MLP, etc., hmmm... maybe we need a priority 1 animation that locks no joints at all, so the AO can reliably override it completely. Would that work?
Nina Stepford
was lied to by LL
Join date: 26 Mar 2007
Posts: 3,373
06-18-2009 23:51
that would be the option i would favour. know of such a thing?
From: Qie Niangao
hmmm... maybe we need a priority 1 animation that locks no joints at all, so the AO can reliably override it completely. Would that work?
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
06-19-2009 03:55
It occurred to me that maybe we're working too hard at this: an AO is specifically designed to override the stupid "sit" animation, right? So the "no animation" pose for the purposes of being overridden by an AO could be "sit", which every script function should be able to handle just with the built-in name "sit". Anyway, I'd try that if I were able to get in-world.

I'll try to remember to build that no-joints animation anyway, when I get some time in-world. There's something I've been meaning to do with something like that anyway, so I need to make sure it works at all.
Nina Stepford
was lied to by LL
Join date: 26 Mar 2007
Posts: 3,373
06-19-2009 07:07
it could be even easier.
does the default sit pose have a(n?) uuid?
From: Qie Niangao
It occurred to me that maybe we're working too hard at this: an AO is specifically designed to override the stupid "sit" animation, right? So the "no animation" pose for the purposes of being overridden by an AO could be "sit", which every script function should be able to handle just with the built-in name "sit". Anyway, I'd try that if I were able to get in-world.

I'll try to remember to build that no-joints animation anyway, when I get some time in-world. There's something I've been meaning to do with something like that anyway, so I need to make sure it works at all.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
06-19-2009 09:28
It does: 1a5fe8ac-a804-8a5d-7cbd-56bd83184568

... although llStartAnimation() is happy with the "sit" string, too. In fact, I'm not sure the UUID of an animation is ever crucial because, other than built-in anims, you can only use anims in the inventory of the object with the script calling llStartAnimation().

Just for completeness, here are some other built-in animation keys. I've seen sit scripts stop these, but I honestly don't know why. I've never seen them appear in the list of active animations.

avatar_sit.bvh 1a5fe8ac-a804-8a5d-7cbd-56bd83184568
avatar_sit_female.bvh b1709c8d-ecd3-54a1-4f28-d55ac0840782
avatar_sit_generic.bvh 245f3c54-f1c0-bf2e-811f-46d8eeb386e7
avatar_sit_ground.bvh 1c7600d6-661f-b87b-efe2-d7421eb93c86