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Walk to Stand anims - getting over the "BUMP"

Rogo Gorky
Registered User
Join date: 9 May 2005
Posts: 39
06-28-2005 11:36
I am using Francis' animation overrider
Using *clean* walk and stand animations that I processed myself (they are poser defaults, but they are set up correctly)

I believe I have all easing, priorities and loopings in the right place (but it may be the cause)

Now, my problem is this:

All my animations need to keep my avatar 2 feet off the ground. Floating if you will.

Standing works fine, then I go to walk, and I bounce down to default altitude, then bounce back up to 2 feet again.

When I stop walking I Bump down then back up again to my standing height.

What is causing this bumping? I know someone else has run across this problem.
Rogo Gorky
Registered User
Join date: 9 May 2005
Posts: 39
06-28-2005 19:36
anyone?
Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
06-29-2005 00:18
Hello Rogo,

I also have a couple of questions without any replying left for several months. You have nothing to do with them though. ;)

Although I don't know at all about Francis' animation overrider, I guess AO has some triggers to start overriding, for example: while you keep pressing "w" key to walk forward and while you keep pressing "e" key to fly up and so on. But I have no idea if it should be the trigger to override when you release all keys. It might quit to override when you stop walking.

How do you change from your default standing on ground to your standing on the air?
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Fa nyak
>(O.o)<
Join date: 8 Oct 2004
Posts: 342
06-29-2005 03:16
for what it's worth, i have the same problem with some things i've worked on, though in my case my anims were close to the ground rather than hovering above it, and i kept popping back up briefly (split second before going back to proper position) sometimes between starting/stopping walking.

i thought maybe it was something with the wet icon...read the script for a while, got a headache, wrote my own override thinking i knew what the problem was, didn't fix it. tried using a background pose to always hold me in the general place i needed to be...also didn't fix it. tried adding a bunch of ease in/out, thinking that would cover it up...didn't fix it. i have my suspicions that it's somehow lag related, as it happens more often in laggy areas, but at the same time, i've had it happen in empty sims. i can always reproduce it if i stop/start walking enough times.

could possibly have something to do with the default stand poses trying to kick in...could also be a bug. if anyone knows a workaround for this, or can explain what's going on exactly, i'm all fuzzy ears >;(O.o)<
Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
06-29-2005 07:22
Hey, I got a Wet Icon Animation Overrider. hmm... just put into animations and describe them in the notecard? Great. It is so easy.

Oh, I found 5 standing sections on the notecard. Yeah, standing animations are cycled because poses must be changed while you're standing.
Did you describe your standing animation in all five sections? Unless you did, when you stopped walking and a blank standing animation fired, you must play a standing animation by default one.

Hope this helps you.
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Rogo Gorky
Registered User
Join date: 9 May 2005
Posts: 39
06-29-2005 08:42
I have covered all the bases now and I think I have it streamlined as best as I can. I had all 5 stands covered since the beginning. I reuploaded all my animations just to make very sure my easings were highly precise.

I went to an almost lag-free area and sure enough, it got very close to working just right!

I tend to agree that it's the lag that does it. If I go where there is alot of traffic and images and scripts I bump all the time. In an area with no lag... almost no bumping.

Well if this is the case, at least now I know, and knowing is half the battle.
Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
06-29-2005 08:44
use another AO
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Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
06-29-2005 08:58
hmm... lag? That's shame. :(
I cannot help agreeing with Kyrah.
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Fa nyak
>(O.o)<
Join date: 8 Oct 2004
Posts: 342
06-29-2005 12:29
i wrote my own ao. there aren't 5 seperate stands. when changing animations, i tried starting next anim before stopping the first. i think the people who haven't personally had this problem and are reading this post are misunderstanding what we're complaining about. :P

*edit* i'm redoing some bits in my ao. i think i know what the problem is again :P
*edit the 2'nd* got slight improvement, but it still pops up some xD
Driftwood Nomad
Registered User
Join date: 10 May 2003
Posts: 451
06-29-2005 15:57
I am having the same issue. The legs come down as if it were going to do the default stand, but then immediately pops back up. I tried starting one animation before stopping the other to no avail. Still happens.

I'm hooing it's not a bug because it makes overriding walk animations very difficult!
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Fa nyak
>(O.o)<
Join date: 8 Oct 2004
Posts: 342
06-29-2005 17:32
pretty sure the problem is default anims trying to kick in, before the timer on the override causes it to check and play next anim...which also explains why it only seems to happen sometimes and not others. speeding up your timer and/or adding the timer event contents to the control event helped to cover this up some more in the script i tested with today, but it's still not perfect. would be rather nice to be able to disable the defaults alltogether.
Ben Stravinsky
Second Life Resident
Join date: 7 Nov 2004
Posts: 149
It will never be perfect
06-30-2005 04:34
Because of the way that over rides are written, regardless of how well, there wil always be a delay between the code being recognised by SL, and your required animation kicking in. The greater the lag in an area, the greater this time becomes. Hence in an area that has very little lag, you are so close to getting it right. But i'm pretty sure it wil never be perfect.

Ben Stravinsky, i animate. ( i'M pretty sure thats right) ^^
Rogo Gorky
Registered User
Join date: 9 May 2005
Posts: 39
06-30-2005 04:54
Thanks Ben. It's easy to assume that something is wrong with the overrider, like some people did here, but it makes sense that even a slight "re-evaluation" by the overrider can cause my av to drop to the floor.

In the end it's no biggie, it's not that noticable of a drop. And I feel better for having thoroughly tested and known why, instead of "what's wrong??"

A tip for anyone that sets there av high or low from the ground... The best way to stop the bump, but it looks HORRIBLE is to set all your anims to priority 4. It makes your whole body stiff, but it makes a serviceable walk I suppose.
Revan Muromachi
Registered User
Join date: 16 Jun 2005
Posts: 6
07-05-2005 08:05
I'm not sure if this will help but it may also be that you are using poser pre made animation poses they give me a lot of errors when i try to use them you might try making your own key frames but doing in the pose dotes that helps my dances