I would like to know which prioriy use for AO.
I put priority 4 for all my animations, but maybe 2 ou 3 is enough ?
thank you

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Gally Young
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09-17-2007 12:41
Hello,
I would like to know which prioriy use for AO. I put priority 4 for all my animations, but maybe 2 ou 3 is enough ? thank you ![]() |
Damet Neumann
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I personally
09-17-2007 16:19
would prefer you keep them 3 or under so that regular animations for poseballs and such set to 4 would override them easily.
Thats what i do. ![]() |
Scott Tureaud
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09-17-2007 19:18
3 so I can have them an animation level open for my personal animations.
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Crystal Falcon
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09-18-2007 12:29
2
The typing is 2, so if you make it higher than that, people will think you aren't responding to them, or might leave while you are in the midst of a thought, when they don't get the cue that you are typing it out! ![]() Please don't make them 4 or you break other animations! Whoops! ![]() _____________________
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Bree Giffen
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09-19-2007 15:15
Here's a list or priorities from when you download the animations. What I don't understand is the sit animation is listed here as 4 but typing is 2 and yet you still see yourself typing when you are seated.
avatar_aim_L_bow: 2 avatar_aim_R_bazooka: 2 avatar_aim_R_handgun: 2 avatar_aim_R_rifle: 2 avatar_angry_fingerwag: 2 avatar_angry_tantrum: 2 avatar_away: 2 avatar_backflip: 2 avatar_blowkiss: 2 avatar_bow: 2 avatar_brush: 2 avatar_clap: 2 avatar_courtbow: 2 avatar_cross_arms: 2 avatar_crouch: 0 avatar_crouchwalk: 0 avatar_curtsy: 2 avatar_dance1: 2 avatar_dance2: 2 avatar_dance3: 2 avatar_dance4: 2 avatar_dance5: 2 avatar_dance6: 2 avatar_dance7: 2 avatar_dance8: 2 avatar_dead: 4 avatar_drink: 2 avatar_express_afraid: 2 avatar_express_anger: 2 avatar_express_bored: 2 avatar_express_cry: 2 avatar_express_embarrased: 2 avatar_express_laugh: 2 avatar_express_repulsed: 2 avatar_express_sad: 2 avatar_express_shrug: 2 avatar_express_surprise: 2 avatar_express_wink: 2 avatar_express_worry: 2 avatar_falldown: 3 avatar_female_walk: 0 avatar_fist_pump: 2 avatar_fly: 0 avatar_flyslow: 0 avatar_hello: 2 avatar_hold_L_bow: 2 avatar_hold_R_bazooka: 2 avatar_hold_R_handgun: 2 avatar_hold_R_rifle: 2 avatar_hold_throw_R: 2 avatar_hover: 0 avatar_hover_down: 0 avatar_hover_up: 0 avatar_impatient: 2 avatar_jump: 0 avatar_jumpforjoy: 2 avatar_kick_roundhouse_R: 2 avatar_kissmybutt: 2 avatar_kneel_left: 2 avatar_kneel_right: 2 avatar_land: 0 avatar_laugh_short: 2 avatar_motorcycle_sit: 4 avatar_musclebeach: 2 avatar_no_head: 2 avatar_no_unhappy: 2 avatar_nyanya: 2 avatar_peace: 2 avatar_point_me: 2 avatar_point_you: 2 avatar_prejump: 0 avatar_punch_L: 2 avatar_punch_onetwo: 2 avatar_punch_R: 2 avatar_RPS_countdown: 2 avatar_RPS_paper: 2 avatar_RPS_rock: 2 avatar_RPS_scissors: 2 avatar_run: 0 avatar_salute: 2 avatar_shoot_L_bow: 2 avatar_shout: 2 avatar_sit: 4 avatar_sit_female: 4 avatar_sit_generic: 4 avatar_sit_ground: 3 avatar_sit_ground_constrained: 3 avatar_sit_to_stand: 2 avatar_sleep: 4 avatar_slowwalk: 0 avatar_smoke_idle: 2 avatar_smoke_inhale: 2 avatar_smoke_throw_down: 2 avatar_snapshot: 2 avatar_soft_land: 2 avatar_stand: 0 avatar_stand_1: 0 avatar_standup: 3 avatar_stretch: 2 avatar_stride: 1 avatar_surf: 4 avatar_sword_strike_R: 2 avatar_talk: 1 avatar_throw_R: 2 avatar_tryon_shirt: 1 avatar_turn_180: 3 avatar_turnback_180: 3 avatar_turnleft: 1 avatar_turnright: 1 avatar_type: 2 avatar_uphillwalk: 0 avatar_walk: 0 avatar_whisper: 0 avatar_whistle: 2 avatar_wink_hollywood: 2 avatar_yes_happy: 2 avatar_yes_head: 2 avatar_yoga_float: 2 _____________________
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Crystal Falcon
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09-20-2007 01:23
My guess is the default sit doesn't animate the arms?
![]() Probably just has keys for hips, legs and down... ![]() As I go inworld and look, I do see the arm position is different for sit_female, maybe it's part of the hand motion? (Which is priority 1...) The poseball script I've seen turns off the default sit before playing the pose, so a sit priority of two would allow the typing to show. ![]() _____________________
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Bree Giffen
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09-24-2007 19:43
The arms are animating when using the default sit. They're placed on the lap and not just hanging from the sides as they do when standing. I think that sit priority in this list is incorrect as I recall uploading different priorities for sits once and I believe 3 and 4 do override the default sit, maybe even 2.
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Crystal Falcon
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09-25-2007 18:30
The arms are animating when using the default sit. They're placed on the lap and not just hanging from the sides as they do when standing. Sorry if I wasn't clear Bree! Yes, the arms are animated, but I believe (change that, now "know" instead of "believe", LOL) not by the "female_sit", but rather by "hand_motion", which is priority 1. I just sat on a box, and played one of my priority 2 standing poses used in my AO while sitting. The "female_sit" of priority 4 remained showing (hips/legs), but my arms moved into the priority 2 pose. ![]() So the female_sit apparently does not have keys controlling the arms... This is why typing shows, breathing shows and the arm motion shows despite all being lower priority than the sit! ![]() Funny, that's how I made my sit poses too! ![]() _____________________
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Bree Giffen
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09-25-2007 21:12
Yeah I was testing some animations and there definitely is two different animations at different priorities there. But if someone makes a sit pose to be used in an AO it looks like they have to use a priority 4 in order to get the legs to animate which in turn disables your typing anim.
I always have my AO sit disabled anyways because it conflicts with everything I sit on. _____________________
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Crystal Falcon
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09-26-2007 09:47
I always have my AO sit disabled anyways because it conflicts with everything I sit on. I do the same Bree, just leaving the sit line of my AO blank (then never have to turn it off, see it or think about it!) ![]() But if someone makes a sit pose to be used in an AO it looks like they have to use a priority 4 in order to get the legs to animate which in turn disables your typing anim. Thankfully not! (For multiple reasons...) ...sit doesn't animate the arms? ... Probably just has keys for hips, legs and down... The poseball script I've seen turns off the default sit before playing the pose, so a sit priority of two would allow the typing to show. So the female_sit apparently does not have keys controlling the arms... This is why ... the arm motion shows despite all being lower priority than the sit! Funny, that's how I made my sit poses too! ![]() So the question becomes what to do if you want different arm motion too? Simply add a line to an AO script to play a separate priority 1 or priority 2 arm animation when the sit is played. ![]() (I thought even easier would be play an arm anim of priority 2 all the time, since stands of 2 would override it, and typing would show, but then it would be revealed when you sit? But no, walks and hovers are at priority 0, so it would show then too! LOL) Or, run another entire AO with just the sitting arms anim, ala' when I wear my TaP prim nails, but that means extra scripts and lag I'd imagine. _____________________
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Bree Giffen
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09-27-2007 22:37
Crystal, if you go to abranimations there is a free type restorer attachment. It makes you type even if you have priority 4 animations in your AO.
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Crystal Falcon
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09-28-2007 13:58
Crystal, if you go to abranimations there is a free type restorer attachment. It makes you type even if you have priority 4 animations in your AO. Good to know, ty Bree, I remember seeing that now that you mention it, but eep! I'd hate to have that happen if holding a purse or drink or while dancing. (Never mind another script to add to lag...) Why not just make AO poses properly to begin with, rather than breaking the whole system everybody? LOL So then we wouldn't need such hacks... It seems so simple to leave it at 2, instead of changing it to 4, so everything works with each other properly! ![]() /me climbs off her soapbox ![]() _____________________
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Bloodsong Termagant
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11-20-2007 09:19
Priorities for Mission Critical AOs:
i'd like to ask if anybody has experience with creating ao's for other creatures (quads, tinies, giant mechs, etc), where they can't 'blend' with existing animations because that would cause the creature to unfold or stand wrong, etc. i'm wondering if in a case like this, the animations *must* be priority 4, or if they can be 3. i'd prefer to have them 3 where possible, so there's another level available to override the override for specality poses (like poseballs or rideable creatures, or vehicles that plug in other animations when moving, etc.) im having a TERRIBLE time trying to use a priority 3 stand with turn left/turn right. :( (and the defaults are only supposed to be 2!) any insight of experience would be appreciated :) ps: i believe it is possible for the built-in animations to have different proiority levels in one animation. (unlike ones we upload, which can only have the priority we set and/or zero). this is how sitting has priority 4 in the lower body and less in the upper body that allow typing and drinking and such to still work while seated. |
Crystal Falcon
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11-20-2007 11:47
Hi Bloodsong!
![]() Could it be more a timing problem, where the AO doesn't see the animation change until after the default one is displayed (regardless of priority)? Background: Possible solution? I haven't tried looking at that yet, but if you do, please let us know as I could improve my Naga and other avatars with that. ![]() _____________________
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Bloodsong Termagant
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11-21-2007 10:24
heyas crystal;
that's what i thought, so i tinkered with the script and lowered the timer from .25 to .1 to .05. no change. when i set the stand anim i was using for turn to priority 4, THAT fixed it. but i will check that suggestion about the stop whatsit setting, too. is it the general consensus that overriding animations should be (at least) 1 priority higher than standard? or should/could they be the same priority? thanks! |
Bloodsong Termagant
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11-22-2007 03:55
heyas;
another report this morning. nimbus says he couldnt figure out the 'standing up ugly hack.' okay, apparently if sl is trying to play the standing up animation and you play an overriding animation to override it, your avatar can get stuck in your overriding animation and not get out. so... // This is an ugly hack, because the standing up animation doesn't work quite right // (SL is borked, this has been bug reported) // If you play a pose overtop the standing up animation, your avatar tends to get // stuck in place. // This is a list of anims that we'll stop automatically list autoStop = [ 5, 6, 19 ]; // Amount of time we'll wait before autostopping the animation float autoStopTime = 1.5; //1.5 the autoStop list holds the numbers of these 'borked' animations - i think thats falling, soft landing and standing up. (scroll up in the script at the list of line numbers and read the commented animation numbers next to them.) the autoStopTime i presume is engaged when you play the replacement animations. it auto stops your overriding animation to keep you from getting 'stuck' in it. nimbus changed it to a longer time so that the dolphin animation played longer overtop the standup animation and didnt blink back into the default animation. all that said, it doesnt work for my turning left/right problem. even if i put turn left/right numbers in the auto stop list. that's not really what it is for. the only thing i can think of is that the shins/feet of the default turn left/right anims are higher priority than listed. possibly also the hip and thighs. and that they're priority 4. okay, im finding that the turn left/right replacement animations need to be 4. the 'first' stand animation works mostly all right at priority 3, except its tendancy to 'blip' out of place when coming to a stop from walking. in normal, humanoid, aos, this probably isnt noticeable. in the mission critical aos, its more important. addendum: okay, im getting the same thing on flying. i need a priority 4 to keep the legs in place where my animaton put them, not where the default puts them. ...i better write all this down for storm thunders' avvie building info repository.... |
Crystal Falcon
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11-22-2007 08:51
Weirdness, I've never had to set an animation to 4 to override another. The same priority does it if it's played afterward... I've always set to the lowest priority possible to avoid breaking other animations they might want to play (less true with unusual AVs I know).
![]() I hate to ask, but is it possible the results you are seeing Blood, are more because the animation has gotten cached on your system and is playing sooner? Oh! There is another animation that's part of turning... "walk_adjust", which is priority 2 (as compared to "turnright" or left which are shown as priority 1 when they play, I wonder if the AO recognizes that too? Oh wait... But duh, of course, if you are already playing a higher priority pose, it wouldn't show regardless, unless the AO is turning that off and not getting the new one played yet. ![]() Here's another thing I wonder, do others see the same thing you do? I have a slower connection, last night when dance shopping my partner was already commenting on the animations while I saw us both still "sitting", then one would start to dance... Of course, once the animations get sent to your viewer they'll play right away. ![]() Thank you for explaining the stopping hack/issue, sorry, I was thinking it was timing of when the animations started playing, not how long they played for! Ah! Here's a question, what happens if you play the animation (not 4 priority but lower) directly from your inventory and keep it playing while you then turn (without an AO at all). That will resolve if it's an animation thing or script thing! (For that matter, I know this is a stretch, but is there any chance of another AO conflicting as well? I've had that happen before, wear something else and suddenly you have two ao's, add nails and shoes and there's four!) ![]() _____________________
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Bree Giffen
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11-22-2007 09:31
I'm not sure that all the priorities listed are correct. I know for sure that the default walk animation is not priority 0 (zero). It's 2 or 3. So you might be right Bloodsong.
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Crystal Falcon
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11-22-2007 18:30
/me agrees with Bree, I wasn't taking the priorities from any list but as the viewer displays them, but if I play a priority 3 dance while I walk (with no AO), the legs walk instead of dancing, if I play a priority 4 pose and walk, the pose stays despite the viewer claiming the default walk is 0 and walk_adjust is 2.
![]() The default walk showed up instead of the priority 3 dance, so I made a gesture to play the dance after a couple seconds and it played over the walk! So it seems walking is actually 3. ![]() Turning? Same thing! Dance a priority 3 animation then turn, the turning shows, but play the dance after you are in the midst of turning, the dance shows! /me guesses we found a bug either in how the priority is shown by the viewer or how the viewer plays those animations? Either way, those are priority 3 (they won't play over a priority 4), never mind what the viewer's info shows! ![]() And sorry to have steered you in the wrong direction Blood, it sounded so similar to the other issues to begin with. _____________________
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Bloodsong Termagant
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12-10-2007 09:50
okay, now i'm going to cry....
i had everything worked out and i was able to make my walking and standing priority 3, as long as the turning anim was priority 4. sitting also must be four. i was very happy and 'ported all my animations to the main grid, using my carefully notated settings. and i get all kinds of 'pop up' crap. ::sob!:: somehow, sometimes, when starting to walk, the default walk kicks in and keeps me tippytoe-ing along... well, for as long as i hold down the forward key. or back key. and when i turn, sometimes my hip will go from where my animation wants it to where it would go if i were human-form. even switching to standing, i get a flip between the hip positions, resulting in my avatar popping up and down all over. ARGH! now i KNOW about the ease-in/ease-out setting to zero so i dont try to ease through the standard animations. i know i set those all to zero. oh wait... crystal, you figured out walking is p3? ::cries:: so if my p3 walk plays sooner than the standard walk, my walk gets overridden?? AAAAAAAAARGH! i wouldnt be half so mad if it hadn't been working perfectly on the beta grid. that is... before they did the havok reset. i re-checked when i had this weirdness, and it's being bad on beta now, too. great, havok 4 had a bug that made me think my ao was working. okay, then based on this i need to go back to beta and try my walks on 4. and stands. man, that bites. you know? i was gonna allow for multi-part animations like holding handgun and drink and stuff for the arms while walking and standing. let those be p4 while the walk/stand was p3. ::sigh:: out of curiosity, does anybody know how many animations the avatar can 'stack' without taking any off? or how long? in my ao script, im applying a limb-lock pose at the start, but i have no idea if it is staying on through all the animation changes and starting and stopping. (i didnt rely on it to keep the limbs placed by itself!) perhaps i can test it.... with a really outre base pose.... heh heh. |
Void Singer
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12-10-2007 11:48
instead of your specialty anims being all p4, why not animate specific parts at the requried level, and default to the lower numbers you used before for the other partsthis way you still overide the walk at 4, but free up things like arms for variable 3/4 overrides... then stack THOSE anims
as far as telling if you're one pose is still playing underneath the others, you could check by list to get the playing animations, and check to see that it's in there. AFAIK it should be (cancelling seems a better way than stacking overrides, but may not work in all situations, AFAIK all playing anims are streamed to all clients in view, whther they show or not) _____________________
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Crystal Falcon
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12-10-2007 12:11
okay, now i'm going to cry.... ... out of curiosity, does anybody know how many animations the avatar can 'stack' without taking any off? or how long? in my ao script, im applying a limb-lock pose at the start, but i have no idea if it is staying on through all the animation changes and starting and stopping. (i didnt rely on it to keep the limbs placed by itself!) perhaps i can test it.... with a really outre base pose.... heh heh. Eeeps, first, hugs!!! ![]() If you turn on animation info in the character menu of the debug client menu, it shows what's playing (custom anims by key uuid) so you can see that your "base" animation is always there easily. You won't want to be near too many others when you turn anim info on though! ![]() I've never heard of a limit on how many can play, but anims will play until the user, script, or another script stops them. To play after relogging the script has to recognize that like AOs do of course. ![]() _____________________
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Crystal Falcon
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12-10-2007 12:16
...AFAIK all playing anims are streamed to all clients in view, whther they show or not) I almost mentioned this in my reply to Blood, yes they do (or they are), I used this in my Time Warp dancer to "preload" successive dance moves and make it more efficient (the latter move is lower priority, loaded while the previous dance move is playing, so immediately shows then the former ends, in sync with the movie even for low bandwidth users like me). ![]() _____________________
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Void Singer
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12-10-2007 14:47
I almost mentioned this in my reply to Blood, yes they do (or they are), I used this in my Time Warp dancer to "preload" successive dance moves and make it more efficient (the latter move is lower priority, loaded while the previous dance move is playing, so immediately shows then the former ends, in sync with the movie even for low bandwidth users like me). ![]() nice idea, it's mine now =) (spotted on a card game) _____________________
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Bobbyb30 Zohari
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12-10-2007 15:08
A 3 at most so standard poseballs and SL animations can override your overrider.
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