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How to attach objects when on pose stand

Eadoin Welles
Registered User
Join date: 5 Jan 2007
Posts: 149
11-09-2007 02:49
I am using a pose stand to fix my avatar while attaching objects to its body. I gave a look at pose stand script: it just uses a turn_180 animation and a stand animation to fix the avatar in stand pose. For some reason, however, it also put the avatar in EDITING APPAREANCE. I do not understand why. There is nothing in code to enter that mode. By the way, when in stand pose, clicking by the right mouse button and selecting ATTACT TO.... any body pieces, does not work. Pieces are not attached. Why? How can I attach pieces while on stand?

To attach object I need to do it from inventory. Anyway, when object is attached, it CHANGES its position and rotation! How do I prevent that?
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
11-09-2007 04:06
that's weird... dunno why it'd call the 180 turn anim, and I wouldn't THINK that would trigger edit appearance, but you might try removing that... don't need it anyways
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Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
11-09-2007 04:21
It's just a quirk of the stock turn_180 pose, you will get your status changed to that if you run it. But it shouldn't actually be putting you into appearance mode, if you really edit appearance you should be unseated from the pose stand.

On the attachments that won't attach, can you explain a little more? when you pick Attach to...... and the attachments don't take, is this from the menu in the inventory or elsewhere?

"Attach to . . ." can force you to have to readjust the position all over again, if you choose a different attachment point from the last time you wore that item, or have put it down elsewhere. Once you have an attachment the way you like it, it's a good idea to stick with that use for the object unless you have a lot of patience :) (and if you do want to experiment with moving an attachment intentionally, write down the old angle while it's still in the old spot, this can spare you a lot of aggravation if you later want to put it back)
Eadoin Welles
Registered User
Join date: 5 Jan 2007
Posts: 149
11-09-2007 08:22
From: Void Singer
that's weird... dunno why it'd call the 180 turn anim, and I wouldn't THINK that would trigger edit appearance, but you might try removing that... don't need it anyways



Here is the script... I cannot understand where it places me in appareance mode:

key·mkLoungingAgentKey·=·NULL_KEY;
integer·miPermissionsAcquired·=·FALSE;

default
{
····state_entry()
····{
········//overriden·sit·target
········//lower·them·a·bit
········vector·vLoungeTarget·=·<0.00,·0.00,·1.00>;
········rotation·rX;
········rotation·rY;
········rotation·rZ;
········rotation·r;
········//build·rotations
········//Note:·this·is·broken·out·like·this·to·simplify·the
········//········process·of·finding·the·correct·sit·angle.··I·
········//········use·the·following·form·until·I·have·the·rotation·
········//········that·I·want·perfect,·and·then·I·simply·
········//········hardcode·the·perfected·quaterion·and·remove···
········//········this·mess.
········//
········rX·=·llAxisAngle2Rot(·<1,0,0>,·0·*·DEG_TO_RAD);·········//cartwheel
········rY·=·llAxisAngle2Rot(·<0,1,0>,·0·*·DEG_TO_RAD);·······//sumersault
········rZ·=·llAxisAngle2Rot(·<0,0,1>,·0·*·DEG_TO_RAD);·······//turn·in·place
········//combine·rotations
········r·=·rX·*·rY·*·rZ;
········//override·'sit'·on·pie·menu
········llSetSitText(·"Stand"·);
········//override·default·sit·target·and·rotation·on·prim
········llSitTarget(·vLoungeTarget,·r·);
····}
····
····changed(integer·change)·
····{
········if·(change·&·CHANGED_LINK)
········{
············key·agent·=·llAvatarOnSitTarget();
············if·(·mkLoungingAgentKey·==·NULL_KEY·&&·agent·!=·NULL_KEY·)·
············{
················//changed·user
················//cache·new·user·key·and·request·their·permissions
················mkLoungingAgentKey·=·agent;
·················llRequestPermissions(mkLoungingAgentKey,PERMISSION_TRIGGER_ANIMATION);
············}
············else·if·(·mkLoungingAgentKey·!=·NULL_KEY·&&·agent·==·NULL_KEY)·
············{
················//user·is·getting·up
················if·(·miPermissionsAcquired·)·
················{
····················//restore·anims
····················llStopAnimation("turn_180";);
················}
················//reset·the·script·to·release·permissions
················llResetScript();
············}
········}
····}

····run_time_permissions(integer·parm)·
····{
········if(parm·==·PERMISSION_TRIGGER_ANIMATION)·
········{
············//set·permission·flag
············miPermissionsAcquired·=·TRUE;
············//cancel·the·sit·anim
············llStopAnimation("sit";);
············llStartAnimation("turn_180";);
········}
····}
}
Eadoin Welles
Registered User
Join date: 5 Jan 2007
Posts: 149
11-09-2007 08:31
From: Viktoria Dovgal
On the attachments that won't attach, can you explain a little more? when you pick Attach to...... and the attachments don't take, is this from the menu in the inventory or elsewhere?


Here is what I d:

1. I place the stand at a certain height, let's say 2mt
2. I place the avatar on stand so that it takes the traditional T-pose
3. I place the attachment around the avatar just like an armour (not yet attached)

Note that the "armour" height is twice the avatar height, so the armour feet just touches the ground.

4. I click on each armour piece and attach it to the corresponding body part

>>> first problem: the armour piece changes rotation and position as it attach to the body part, so that I have to place it again in the original position by edit
>>> second problem: I cannot use edit fields to accurately position pieces: I have to use mouse

5. As all armour pieces are in place, I unstand the avatar
6. I activate a stand animation where hip is 2mt above normal position, so that armour feet are still on the ground

>>> third problem: as I begin to walk by using another custom animation (walk+2mt) all pieces moves in an unpredictable way. It is not just a matter of joint nodes (elbows and knees) but of rotation axis!

I hope I was clear. English is not my first language and i do not live in an English-speaking country.
Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
11-09-2007 09:09
From: Eadoin Welles
Here is the script... I cannot understand where it places me in appareance mode:

············llStartAnimation("turn_180";);


That particular animation, "turn_180", is special, it changes your status. There are other equivalent poses in world that won't do this, the "deluxe posing stand" from Mystitool has a replacement but there are surely others around.

Still, the status should not have any effect on attachments, as long as your client isn't really being sent into the appearance editor.

From: someone

3. I place the attachment around the avatar just like an armour (not yet attached)
4. I click on each armour piece and attach it to the corresponding body part

Yes, unfortunately, this transition will not work very well. Attached objects don't pay attention in a useful way to their former in-world coordinates. And yes, you are stuck with the mouse :(

From: someone

>>> third problem: as I begin to walk by using another custom animation (walk+2mt) all pieces moves in an unpredictable way. It is not just a matter of joint nodes (elbows and knees) but of rotation axis!

To get the extra height, are the giant parts offset by some distance from the avatar's attachment points? Some attachment movements *are* surprising, but the effect isn't as easy to notice with smaller items worn around or close to the actual points.