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AO Order

Atom Tigerfish
Registered User
Join date: 21 Dec 2008
Posts: 28
07-15-2009 13:01
Okay, so let's say that I have multiple AOs. One makes my right arm stick out to the right. The other makes my left arm stick out to the left. If I wear both is my left are going to stick to the left and my right arm going to stick to the right?

Thanks,

-Atom
Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
07-15-2009 13:25
Maybe? :eek:

If two animations are at different priorities, the one with the higher priority wins. If the two are at the same priority, the one that started last wins.

If the left-arm animation doesn't mess with joints affecting the right arm, it won't interfere with the right-arm animation. If the right-arm animation also doesn't touch joints in the left arm, then things will be pretty easy even if the priorities are different. But a combination like that never happens unless you planned it that way :/
Deira Llanfair
Deira to rhyme with Myra
Join date: 16 Oct 2006
Posts: 2,315
07-15-2009 13:25
That depends...

- on animation priority
- on exactly which animations are playing at the time including any default ones that are running

What is it you want to achieve?
_____________________
Deira :)
Must create animations for head-desk and palm-face!.
Atom Tigerfish
Registered User
Join date: 21 Dec 2008
Posts: 28
07-15-2009 13:33
Well, I am looking to make certain things that work in harmony. Like a Police Officer set for example. You click a hud and your left arm extends making a 'stop' gesture. Then you click on your gun, holstered on the right side, and your right hand will rest on that while you left hand continues to stay in the 'stop' position.

This isn't actually what I am working on, but it was the best example I could think of.

Thanks,

-Atom
jeaniesing Trilling
Loves to animate & script
Join date: 21 Oct 2006
Posts: 61
07-15-2009 19:01
I think it would be a scripting problem in addition to the animation one..... if the "policeman" has a priority3 stand, then the script has a string leftArm variable and a string rightArm variable your bits could work in beautiful harmons if you animate only the arm joint and upload priority 4
Deira Llanfair
Deira to rhyme with Myra
Join date: 16 Oct 2006
Posts: 2,315
07-16-2009 03:32
I think you just need to plan it all out very carefully.

This could be one way:

Make the Halt Signal with Left Arm animation without any rotations set on the right arm and the Right Arm on Gun animation without any rotations set on the left arm.

But depending on what else you want to do it may work better if:

The second animation held the left arm in the Halt position and the Right arm on the gun and stop playing the first animation before you play animation 2.

I don't suppose you want to do completely different scripts for each HUD button - so you do need to decide on the overall design before you start.
_____________________
Deira :)
Must create animations for head-desk and palm-face!.
Tali Rosca
Plywood Whisperer
Join date: 6 Feb 2007
Posts: 767
07-16-2009 04:14
Just to make things explicit:

1) If a specific joint rotation is zero*, the animation will not touch that specific joint, and anything else playing will "play through" and control that joint. This can give weird results if you forget a joint in the middle of a full pose, but it is useful for what you want here. Simply only move the arm (and every joint in the arm), and only that will play, leaving the rest of the body to be controlled by other animations.

2) If a higher-priority animation controls a joint, your animation will have no effect.

3) If two animations of the same priority attempts to control a joint, the last to be started will run.

*Compared to the reference pose, almost always the T-stance.