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Walking animation on vehicle - is that possible?

Lef Leven
Registered User
Join date: 28 Jan 2007
Posts: 2
05-19-2008 17:21
Hello, I'm kinda new in making animations, but I know enough to make one and upload. I made animations before and they work fine. But now I have this problem:

I have made a vehicle, an old wooden cart, that I want to push while walking. I made a simple pose in qavimator with my arms forward and hands holding the push bar. When I put that into the vehicle, the arm/hand pose works just fine, but the rest of the body is sitting, instead of standing or walking.

What I want is just the arm/hand pose holding the bar. When I stand still, I want the avatar to stand still, when I walk, the avatar should walk, both using the standard SL built-in stand and walk animations.

I know it maybe has to do with animation priorities, but I tried every priority setting and it does not work. The avatar only sits and never stands/walks... I tried adjusting the animation in qavimator (adjust the legs a little), but that does not help either.

Does anyone know how to solve this?
Thanks for your replies in advance.
Virrginia Tombola
Equestrienne
Join date: 10 Nov 2006
Posts: 938
05-19-2008 19:48
Hullo Lef, the problem is that when you are on a vehicle, you are sitting. If (for example) your arm animation is higher priority than the default sit, the avatar's arm will pose, but the rest of the avatar will use the default linden sit.

Soooooo......what you need to do is stop the sit and play the stand and walk animations at the right time. In the section where the avatar gets on, play the stand animation and stop the sit (you should also play your arm pose animation). Now the default animations for walk and stand are the same priority (0), so you'll need to start and stop those as well when you move or stop. If you make your own walk and stand animation, I would suggest making the walk higher priority than the stand, then just running and stopping the walk animation while leaving the stand running.

Hope that helps!
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
05-20-2008 08:28
The easiest thing to do is simply stop all animations when they hop on. Something like this (off the top of my head). Hit the "quote" reply button to see it with indentation.

CODE

stop_all_anims() {
list anims = llGetAnimationList(llAvatarOnSitTarget());
integer ix;
for (; ix < llGetListLength(anims); ++ii) {
llStopAnimation(llList2String(anims, ix));
}
}


It would probably be better to use the LSL call to get the permissions key (llGetPermissionsKey() maybe?) rather than llAvatarOnSitTarget(), and it's a good idea *not* to stop animations if that returns NULL_KEY, for a more robust version.
Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
05-20-2008 08:31
From: Lear Cale
The easiest thing to do is simply stop all animations when they hop on. Something like this (off the top of my head). Hit the "quote" reply button to see it with indentation.

CODE

stop_all_anims() {
list anims = llGetAnimationList(llAvatarOnSitTarget());
integer ix;
for (; ix < llGetListLength(anims); ++ii) {
llStopAnimation(llList2String(anims, ix));
}
}


It would probably be better to use the LSL call to get the permissions key (llGetPermissionsKey() maybe?) rather than llAvatarOnSitTarget(), and it's a good idea *not* to stop animations if that returns NULL_KEY, for a more robust version.
Lef Leven
Registered User
Join date: 28 Jan 2007
Posts: 2
05-20-2008 08:57
Virrginia and Lear, thanks so far for your suggestions, I will try them out.