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touch_start problem with an animation

Bracken Back
Registered User
Join date: 29 Aug 2007
Posts: 39
04-11-2008 10:12
I posted this in the scripting folder, but someone suggested someone here might be able to help.

Hi all.

Small problem that I hope someone mignt be able to help me with.

I have an object with 2 animations in it. The animation is changed when the user clicks on the object. This all works fine and dandy, but the problem is, when I click on the object my head takes on the default animation of following the cursor whenever I move it. This, of course overrides all the head movements in the animation.

This only happens when I touch the object the first time. If I play the animation locally or in world it works fine.

Is that a standard SL animation and can it be stopped with llStopAnimation. If not, anyone have some advice how I can work around it?

As a note, the only body parts being stopped from moving are the head and neck joints. When I get back today, I will play with the priority level of the animation and see if that helps.

Thanks,

Bracken Back
Dylan Rickenbacker
Animator
Join date: 11 Oct 2006
Posts: 365
04-11-2008 10:23
Sounds like priority too low.
Bracken Back
Registered User
Join date: 29 Aug 2007
Posts: 39
Thanks
04-11-2008 11:39
Thanks all.

It was a priority issue.

Out of curiousity, do most of you set your priorities at 3 or 4?

Bracken.
Crystal Falcon
Registered Silly User
Join date: 9 Aug 2006
Posts: 631
04-11-2008 12:36
From: Bracken Back
Out of curiousity, do most of you set your priorities at 3 or 4?
Um, 2? ;)

Heehee, most all my animations are actually at 2 (or you'll interfere with the typing anim and inhibit the cues to see people about to chat)... :)

If really necessary, or the typing interferes with something, then 3, because you want it to work well with other anims too, right? ;) (Instead of defeating the whole priority system?)

4 is usually icky, breaking other anims, which then require laggy scripts to overcome your anim if it's set to 4 unfortunately... :(

So it all depends what the animation is for?
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Bracken Back
Registered User
Join date: 29 Aug 2007
Posts: 39
Thanks
04-11-2008 13:17
Thanks all.

It was a priority issue.

Out of curiousity, do most of you set your priorities at 3 or 4?

Bracken.
Bracken Back
Registered User
Join date: 29 Aug 2007
Posts: 39
Sorry
04-11-2008 13:18
Didn't mean to post twice.
Deira Llanfair
Deira to rhyme with Myra
Join date: 16 Oct 2006
Posts: 2,315
04-12-2008 05:35
From: Bracken Back
Thanks all.

It was a priority issue.

Out of curiousity, do most of you set your priorities at 3 or 4?

Bracken.


Depends what the animation is for - if you want an animation to override a sit, then it has to be priority 4, but in most other cases priority 2 or 3 is used.
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Thili Playfair
Registered User
Join date: 18 Aug 2004
Posts: 2,417
04-12-2008 06:43
If they ever would let us set priorities in script instead ~.~, oh well i always wanted xyz vector based from the prim you sit on or main prim, since then prim wouldnt have to move as you avatar would :P.

llStartAnimation("anim","priortity","vector";); //wishfull thinking