Priority question.
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Gregerson Halderman
Registered User
Join date: 9 Aug 2007
Posts: 15
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08-12-2007 18:56
My animation was uploaded with a priority of 2. It's a static pose.
I have a prim that when sat upon overrides the sit animation with a walk animation. When the avatar is not moving the stand animation is overriden with my own static pose (this occurs when all keys are released)
The problem is it's not static in SL.
Moving the mouse makes the avatar look around, and sometimes the arms move about the hip joint (I'd have to check this, but essentially, there is movement.)
I do not want this. I want a total static pose. How do I ensure my animation for standing is static?
(Edited to add: the nearest thing in the FAQ concerns the in% and out%. Will setting this to 100 for each prevent the built in fidgeting animations?)
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Anti Antonelli
Deranged Toymaker
Join date: 25 Apr 2006
Posts: 1,091
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08-12-2007 21:02
That's what priority is for. Priority 2 is lower than some of the default motions built into SL, so if you want to cover those up then upload your pose at priority 3 or 4.
Also, be sure that you've made some change in every joint you want posed between frames 1 and 2, or the SL animation uploader will assume you don't want to affect those joints and discard the related data.
The in% and out% allows you to set loops points such that your animation doesn't loop in its entirety, but only a portion of your animation. Whole different thing.
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Gregerson Halderman
Registered User
Join date: 9 Aug 2007
Posts: 15
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08-13-2007 08:43
Thanks Anti. I will try that.
(I don't usually ask for baby steps when learning new things, but in the case of animations that can only be tested by paying for an upload, I'd rather get things right early on than waste USDs testing.)
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Crystal Falcon
Registered Silly User
Join date: 9 Aug 2006
Posts: 631
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08-13-2007 13:46
Sorry to disagree a bit, but this doesn't sound like a "priority problem" at all.  If you look at the list, nearly all the default anims are 0, 1 or 2 priority! So uploading an anim at 2 will override the defaults. (The notable exception are sits, which most poseballs turn off anyway.)  If the head is moving in response to mouse movements, it means keys weren't set on frame 2 different from frame 1. Setting a too high priority won't fix or affect this at all. The arm movement you describe might be from the natural breathing. To turn AVs into non-breathing dead statues, you need to make keys for the chest and abdomen. For the head motion, it's both the head and neck that need keys. It's horrible to set the priority too high, which will look OK at first, but causes conflicts with other animations.  hth! 
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Gregerson Halderman
Registered User
Join date: 9 Aug 2007
Posts: 15
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08-13-2007 16:19
From: someone If the head is moving in response to mouse movements, it means keys weren't set on frame 2 different from frame 1. Setting a too high priority won't fix or affect this at all.
Yes, this was the only reason. I set to priority 2, but ensured change of rot/position for frame 2, for torso, hips and neck. The result was no movement (apart from the head, which was very little)
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Anti Antonelli
Deranged Toymaker
Join date: 25 Apr 2006
Posts: 1,091
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08-13-2007 19:26
Crystal is right that virtually all of the built-in animations are at priority 2 or lower, but an additional issue is that when an animation is played over the top of another one, and they are of equal priority, the one started most recently "wins". So if you are playing a priority-2 custom animation and then type, the arm movements will be visible even though the typing animation is also at priority 2. I misspoke earlier - I should have said "priority 2 is lower than or equal to some of the default motions", but the issue remains.
So Gregerson, you might want to remember to test typing while using your pose (if you haven't already), and make sure the results are suitable for your purpose there as well.
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Gregerson Halderman
Registered User
Join date: 9 Aug 2007
Posts: 15
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08-14-2007 09:58
From: someone So Gregerson, you might want to remember to test typing while using your pose (if you haven't already), and make sure the results are suitable for your purpose there as well.
Yes, the typing overrides (and I don't want that) - so do you suggest I upload at priority 4?
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Gregerson Halderman
Registered User
Join date: 9 Aug 2007
Posts: 15
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08-14-2007 11:53
Another question, or two: (this is all appreciated, folks  ): I've overriden the sit animation with a controllable walk. Which part of the avatar is "sitting" on the primitive? And which part of the avatar's joints is connected to any linked prims? Is it the hip?
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Crystal Falcon
Registered Silly User
Join date: 9 Aug 2006
Posts: 631
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08-14-2007 16:23
From: Gregerson Halderman Yes, the typing overrides (and I don't want that) - so do you suggest I upload at priority 4? Well, the simple answer might be no? The more complex answer might be no too!  Um, why not 3? Then other animations would combine successfully with yours, like holding a drink, carrying a purse, being handcuffed, or other things you haven't imagined! As for your other question, yes, the hip is considered the "center" and sets the height and sits on things or the ground.
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