Monique Binstok
Registered User
Join date: 5 May 2008
Posts: 87
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08-24-2008 19:32
I’ve been using Orion Neville’s Maya script to do simple animations for awhile with satisfactory results. Since my property has cliffs next to water I thought it would fun to try my hand at a cliff diving animation. This is the first time that I have tried an animation that has much of a change in elevation.
In the animation the diver takes a step forward, jumps into the air, goes into a tuck position, does one forward revolution coming out of the tuck and entering the water. Well that’s how it’s supposed to work and how it looks in Maya. After uploading as “no loop”, when I test it with play in world here is what happens. The driver takes her step off the cliff, goes into the tuck and begins the forward revolution. Midway through the revolution instead of continuing clockwise as intended the animation reverses the flip in a counter clockwise manner.
At that point the driver comes out of the tuck and continues on down towards the water as designed BUT never finishes the animation to reach the water.
So what I have here are two questions. When doing flip type animations is there a limitation to the amount of “root_control” rotation and is there a limit to the change in height an animation can make? My drive animation was made for about 20 meters but seems to stop after 10. Any tips or points in the right direction are most appreciated.
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Lightwave Valkyrie
Registered User
Join date: 30 Jan 2004
Posts: 666
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08-24-2008 20:59
add a keyframe thru the rotation maybe two what happens with rotations they travel the shortest distance around
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L$ is the root of all evil videos work! thanks SL 
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Monique Binstok
Registered User
Join date: 5 May 2008
Posts: 87
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08-24-2008 21:45
ok thanks I'll go ahead and do that. Do you know of any height limitations or should I be able to jump as far down as animation time?
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Deira Llanfair
Deira to rhyme with Myra
Join date: 16 Oct 2006
Posts: 2,315
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08-25-2008 02:43
You can only move 10 metres from the start point of an animation - and you will need a script to move your avatar to the end of your dive. I've never been able to achieve more than 3 full rotations in an animation either. I don't think SL can recognise more than 3 times 360 degrees in one rotational direction.
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Deira  Must create animations for head-desk and palm-face!.
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Monique Binstok
Registered User
Join date: 5 May 2008
Posts: 87
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08-25-2008 10:04
Thanks for the info. Is it possible to chain the animations via a script without it looking jerky?
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Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
Join date: 22 Jun 2006
Posts: 2,715
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08-25-2008 11:08
In your dive you can move 5 meters up and 5 meters down. So you can't start your animation and dive down 10 meters. You'd have to make your animation initially put you five meters above your root point and then you can animate going down 10 meters. When you stop the animation you will end up at the midway root point though.
The problem of course is that the avatar jumps around and it doesn't look very good.
You might want to try a poseball that actually moves down into the water. You can adjust distances easily and when you get off the poseball you get off in the water.
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Monique Binstok
Registered User
Join date: 5 May 2008
Posts: 87
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08-25-2008 12:44
okay thanks I'll give the poseball a try.
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Galena Qi
Registered User
Join date: 9 Sep 2006
Posts: 249
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08-26-2008 09:44
The Swimmer HUD uses a different approach that works pretty well. I don't know how it's done, but it appears that there's a springboard animation followed by a diving pose, all triggered by the forward arrow on the keyboard when the dive button is turned on from the HUD. Once below the water line, the swimming buoyancy scripts take over to bring you back to the surface.
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