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Falls & turns, need some clarifications

Freyja Nemeth
Registered User
Join date: 3 Jun 2007
Posts: 117
11-11-2007 06:56
Hi,

I don't quite like some of the default animations involved in a fall, so I am looking at whether it is possible to replace them. Problem is, I don't quite know what they're called. :)

Is the 'falldown' for the falling through the air or for the face-first landing following a fall? 'Standup', I gather, must be for getting up after a fall?

Ideally, I would want to just replace the falling through the air animation with the default flying down animation (I downloaded the file with default animations), but is it possible to also replace the face-first landing and the standup with something less ... conspicious? Like a regular landing?

Also, turns are giving me a bit of a headache. With some (well, most, actually) animated stands that I have, I get a strange jerky motion whenever I turn. Is this a priorities issue? If so, should the turn be higher or lower than the stands? I'm trying to avoid running around buying a bunch of turns and finding out that they don't make a difference from the defaults. :)

All advice appreciated. :)
Crystal Falcon
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Join date: 9 Aug 2006
Posts: 631
11-11-2007 08:45
Hi Freyja... :) Fancy seeing you here!

First, on the turns, I wonder if it's delay in your AO script? The default turns are priority one, so I wonder if they are playing then the script recognizes you are in a turn and the override animation is sent to your viewer, then played instead and appearing like a sudden change? (It has nothing to do with the stands as your AO shouldn't be playing them then, oh wait! Do you mean turns while walking or standing still? I was thinking walking, turning while standing there's no transition or animation state for afaik. I think SL plays a walk animation in between the stands then... :( )

It's unlikely to be a priority problem as the default priority is two for uploaded anims, and it seems everyone puts it too high, but never lowers it... ;)

Maybe the way to test would be to put a totally different, visually obvious animation in your AO in place of the turns? Like a sit? Then you'll see clearly what is happening.

I believe "falldown" might be arms flailing? "soft_land" is the land on your feet, if that's true then "land" might be the crash face first?

For some reason I remember "brush" being the after the fall "brushing off", thinking "standup" is from sitting? Hmm, guess we need to look to see! :)
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Freyja Nemeth
Registered User
Join date: 3 Jun 2007
Posts: 117
11-11-2007 08:58
Hi Crystal. :)

From: someone

First, on the turns, I wonder if it's delay in your AO script? The default turns are priority one, so I wonder if they are playing then the script recognizes you are in a turn and the override animation is sent to your viewer, then played instead and appearing like a sudden change? (It has nothing to do with the stands as your AO shouldn't be playing them then, oh wait! Do you mean turns while walking or standing still? I was thinking walking, turning while standing there's no transition or animation state for afaik. I think SL plays a walk animation in between the stands then... :( )


Yes, its turns while standing that are an issue. I am using the ZHAO as my AO and I have a series of stands that I've bought and added to it. The turns, however, are the default Linden turns. What I get is basically a strange jerking motion that looks a bit like I am about to fall backwards.


From: someone
Maybe the way to test would be to put a totally different, visually obvious animation in your AO in place of the turns? Like a sit? Then you'll see clearly what is happening.


Ah, yeah, that's something to try. What I tried was creating (well, my partner created it) a custom turn to try that, and I still get the strange jerk. It sure doesn't look like a walk animation coming in between the stand and the turn, but maybe they interact weirdly somehow.

From: someone

I believe "falldown" might be arms flailing? "soft_land" is the land on your feet, if that's true then "land" might be the crash face first?

For some reason I remember "brush" being the after the fall "brushing off", thinking "standup" is from sitting? Hmm, guess we need to look to see! :)


Ah, yes, I think you're right about brush. I'll need to play around with replacing falldown, land and brush, I guess. :)

Thanks for the tips. :)
Freyja Nemeth
Registered User
Join date: 3 Jun 2007
Posts: 117
11-11-2007 09:35
Okay, it looks like 'falldown' is responsible both for the fall and the first part of the 'splat' somehow. The rest appears to be 'standup' followed by 'brush', unless there's another one between 'falldown' and 'standup''.

I tried replacing 'falldown' with 'hover down' (at priority 4 for testing) and 'standup' with 'curtsey' (also at 4). It sort of works, but during the fall it looks like I am getting 'hover down' with a bit of 'falldown' mixed in ... is that possible? Also, I get a split second of a face-down fall before the curtsey kicks in. The priority for the default 'falldown' and 'standup' is 3.
Bree Giffen
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Join date: 22 Jun 2006
Posts: 2,715
11-11-2007 09:50
I believe falldown is of the soft landing. That is if you jump from a small height. There is no replacement for the hard landing which is if you fall from very high. Standup is when you recover from a landing. You can pretty much try to replace what you can in the AO but I believe hard landings will still show.
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Ziggy Puff
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Join date: 15 Jul 2005
Posts: 1,143
11-11-2007 10:34
I believe the 'hard landing' is the same thing as 'standing up', it's the "dust yourself off" animation. You should be able to override it, I'm pretty sure it's overridden in my own AO. I could be wrong, but I don't think there's anything in the falling/landing sequence that cannot be overridden.

Note that every AO script works by checking what animation is playing, and can only override an animation once its started playing. It has no way of knowing what animation is about to play. So if there's some lag, there's always the chance that the default animation will play for a bit before the AO can override it. There's nothing that can be done about that until LL completely changes how AOs can operate. And AFAIK, that's not on their priority list.
Crystal Falcon
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Join date: 9 Aug 2006
Posts: 631
11-11-2007 10:38
Okies, here's what I've found out so far! :)

Yes Freyja, I found the same, falldown is the arms flailing...

Standup is the crash and getting up on hands/knees to standing upright

Brush then plays (just right arm maybe?)

Land isn't part of it! If you jump (not flying, just tap page up key) "land" plays when you land

I haven't found where soft_land is used...

So you would want to replace falldown with a nice descent pose and standup with something like a curtsy maybe? You might need to customize an AO to detect those animations playing to override them, which isn't too hard. :)

On the turning, I found there's a "walk_adjust" that plays along with the turns! Not sure what it's about though...
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Crystal Falcon
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Join date: 9 Aug 2006
Posts: 631
11-11-2007 10:54
Okies, I checked turning but haven't found any glitch, but I don't override the default SL turns...

I couldn't get walk_adjust to play from a script so have no idea what it does!

I also checked an ao and realize you don't need to customize it, the notecard lines for Falldown and Standup (crash) should do it! :cool:

PS: And I've heard you can put default anims in there too so don't need to make/buy ones if you want to change necessarily... ;)

Edit: So I replaced falldown and standup, the former replaced fine (used "hover_down";), Standup seems to not get overridden fast enough though (was trying "land";)...
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Freyja Nemeth
Registered User
Join date: 3 Jun 2007
Posts: 117
11-11-2007 12:30
Thanks, Bree and Ziggy. :)

From: Crystal Falcon
Okies, I checked turning but haven't found any glitch, but I don't override the default SL turns...

I couldn't get walk_adjust to play from a script so have no idea what it does!


Yeah, the turns are still stumping me. May be that some of the stands I have aren't quite done right, because it doesn't seem to affect all of them.

From: Crystal Falcon

I also checked an ao and realize you don't need to customize it, the notecard lines for Falldown and Standup (crash) should do it! :cool:

PS: And I've heard you can put default anims in there too so don't need to make/buy ones if you want to change necessarily... ;)

Edit: So I replaced falldown and standup, the former replaced fine (used "hover_down";), Standup seems to not get overridden fast enough though (was trying "land";)...


Yes, I've got my ao setup to replace falldown with hover_down and standup with a curtsey. It sort of works.

How does your falldown look when using hover_down? One of my avatar's legs keeps moving as if in the default falldown animation and she tilts forward, but the rest looks like hover_down.

For the standup, the same issue as you, it doesn't get overriden fast enough. But that seems unavoidable from whay Ziggy said.
Crystal Falcon
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Join date: 9 Aug 2006
Posts: 631
11-11-2007 18:48
From: Freyja Nemeth
How does your falldown look when using hover_down? One of my avatar's legs keeps moving as if in the default falldown animation and she tilts forward, but the rest looks like hover_down.


/me giggles, yes, she tilts forward and the arms wave but my legs were still... :confused:

From: someone
For the standup, the same issue as you, it doesn't get overriden fast enough. But that seems unavoidable from whay Ziggy said.


Well I did think of two ways around it, but it would probably be way too much work! I also haven't any experience with looping just part of an animation as compared to the entire thing.

The first way is to use two animations, the falling replacement a higher priority than the landing/standup replacement. Customize the AO script to play both when falling, only stopping the falling one when no longer falling and the other after the standup would be done. ;)

Probably easier is the second way, making an animation where the falling part is looped but the ending is the standup replacement all in one animation. I'm not sure if the scripting stop animation allows the animation to play out it's end or how that works though.
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Freyja Nemeth
Registered User
Join date: 3 Jun 2007
Posts: 117
11-13-2007 00:47
From: someone
/me giggles, yes, she tilts forward and the arms wave but my legs were still... :confused:


Hmm, odd. Do you remember what settings you uploaded the hover_down with?


From: someone

Probably easier is the second way, making an animation where the falling part is looped but the ending is the standup replacement all in one animation. I'm not sure if the scripting stop animation allows the animation to play out it's end or how that works though.


Hmm ... yeah, will need to look into that. :)