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How to make a gesture? |
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Random Padar
Registered User
Join date: 6 Oct 2005
Posts: 36
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04-11-2008 11:31
Call me a newbie
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Imnotgoing Sideways
Can't outlaw cute! =^-^=
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Posts: 4,694
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04-11-2008 11:37
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Random Padar
Registered User
Join date: 6 Oct 2005
Posts: 36
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04-12-2008 06:20
Thank you but the url is how to use gestures. I need to find out how to MAKE a gesture.
Any help there? |
Kathy Morellet
Registered User
Join date: 26 Jul 2006
Posts: 809
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04-12-2008 06:45
Did you actually watch that video? Within the first 30 seconds, Torley takes you into the gesture editor to show how they are made.
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SuezanneC Baskerville
Forums Rock!
![]() Join date: 22 Dec 2003
Posts: 14,229
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04-12-2008 07:27
Sigh, I have the bad feeling that video tutorials are replacing text instructions instead of just being added to them.
I think there used to be a nice illustrated section on gesture creation in the Knowledge Base that has been removed and replaced with video tutorials. How to create Gestures 1. Open your inventory and go to the Gestures folder. 2. Right-click the gestures folder and select New Gesture. 3. Right-click the new gesture, and rename it. 4. Double-click the gesture. The Gesture edit box will open. 5. Type a description of the gesture in the Description field. 6. Choose a Shortcut Key combo to trigger the gesture, or type a text trigger in the Trigger field. For example, /sit. Later you would trigger this gesture by typing /sit in the chat line. 7. In the Steps field, there are three default steps. Select each one and click the Remove button. 8. Under Library, click Animation and click the Add>> button. 9. Select the animation you want to use from the Animation to Play dropdown menu. 10. Repeat steps 8 and 9, if you want to add more animations to the gesture. You can also add text and sounds. You can use the Preview button to see how your animations string together. 11. Click the Active checkbox, click Save and close the gesture window. The above passage was found by typing "create gestures second life", without the quotes, into Google. This also produced a link to the above mentioned video tutorial. Lots of info on SL can be found easily using this approach, often faster and easier than writing a forum post. Possibly your are confusing animations with gestures. In SL, "animations" are created from BVH files, which can be made in Poser, Daz3D, Qavimator. There is a separate forum in these forums for animations. You would probably do well to give that forum a good look. _____________________
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them. I can be found on the web by searching for "SuezanneC Baskerville", or go to http://www.google.com/profiles/suezanne - http://lindenlab.tribe.net/ created on 11/19/03. Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard, Robin, and Ryan - |
Torian Carter
Searching for a 3rd Life
Join date: 17 Apr 2007
Posts: 111
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04-16-2008 19:41
Is there a limit to the number of animations that the Gestures drop down box can handle? I have some animations that I want to make into gestures, but they do not appear in the drop list when I open it.
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Anti Antonelli
Deranged Toymaker
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Posts: 1,091
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04-16-2008 20:11
Is there a limit to the number of animations that the Gestures drop down box can handle? I have some animations that I want to make into gestures, but they do not appear in the drop list when I open it. The problem with gestures: for some reason you cannot use sounds or animations in a gesture unless you have them with full permissions. Any sounds or animations in your inventory with other than full perms do not show up in the dropdown, as you described. I don't understand the reasoning there, but it sure is a bummer. _____________________
Designer of sensual, tasteful couple's animations - for residents who take their leisure time seriously.
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Torian Carter
Searching for a 3rd Life
Join date: 17 Apr 2007
Posts: 111
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04-17-2008 10:41
Thanks Anti,
I had considered that possibility but thought that it would not make any sense!!!! Grrrr Not being able to use an animation just because it is No Trans is just weird. I cannot see where this would be an issue. Lucky I only wasted L$50. Is this a bug or a feature?? |
Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
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04-17-2008 11:09
Well it's a feature in the sense that it was done on purpose, but I certainly think it's pretty annoying. I would think you should be able to make a no-trans gesture from a no-trans animation, but perhaps there is some technical reason why the permissions on a gesture can't automatically be downgraded based on the animations used in the gesture.
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Torian Carter
Searching for a 3rd Life
Join date: 17 Apr 2007
Posts: 111
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04-18-2008 09:07
Yeah I agree it's probably a technical issue. One that should be easy to fix though. Aggregate permissions based on the most restrictive is hardly a new concept.
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Kidd Krasner
Registered User
Join date: 1 Jan 2007
Posts: 1,938
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04-18-2008 12:43
The problem is that when you put a sound into a gesture, all that gets saved is the UUID of the sound file - which is the same exact UUID that the creator of the sound has. The permissions for a sound file are tied to the inventory entry, not the actual sound. So there's no way to keep the permissions for the sound with the gesture. In particular, if you have a no-copy sound, you can't even bring that sound back into your inventory - there's no way to recreate the appropriate permissions that would have been lost if it were put into the gesture.
The same thing is true for textures assigned to a face of a prim, but not to a texture or sound that's put into the prim's inventory. The prim's inventory (which is what you see on the Contents tab) can track the permissions. This doesn't mean the problem isn't solvable, but it's a bigger task than you may think. |
Torian Carter
Searching for a 3rd Life
Join date: 17 Apr 2007
Posts: 111
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04-24-2008 10:11
Thanks Kidd, that all makes perfect sense now. It certainly makes more sense in terms of efficiency to use the UUID rather than create a new version of the animation or sound for everyones copy of the gesture.
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Deira Llanfair
Deira to rhyme with Myra
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Posts: 2,315
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04-24-2008 10:36
Is there a limit to the number of animations that the Gestures drop down box can handle? . No limit to the number of animations in the pick list as far as I know. I think the absolute limit you could insert in a gesture would be 15 - because that is the maximum number of instructions you can put in a gesture. This includes all sounds, text chat and waits, start animation and stop animation commands. So if you had 15 non-looped animations you could put them into a gesture, one after another - but you would not be able to add anything else. In practice you often have a looped animation that you want to play for a time - so you need 3 instructions in the gesture - Start Animation - wait for a set time period - Stop Animation - so using 15 animations in one gesture is not too realistic. _____________________
Deira
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Qie Niangao
Coin-operated
![]() Join date: 24 May 2006
Posts: 7,138
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04-24-2008 10:38
There's a workaround, but it requires a (simple) script and an attachment point. Wherever the Gesture would ordinarily play a sound, one instead chats to some non-zero channel that the script listens for and in response triggers the associated animation (or sound). Animations would have to live in the attachment's inventory. Sound assets, in contrast, never have to be anywhere near the script that plays them (by UUID). Sequencing is purely manual, though, since there's no way for the script to tell the Gesture when an anim or sound is complete (nor to even know that within the script itself).
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