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Why Am I Nodding? |
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Rusalka Writer
Registered User
![]() Join date: 12 Jun 2007
Posts: 314
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08-26-2007 09:48
Apologies if this is the wrong place, but I am wondering why my avi nods after everything she says (in Chat). It makes her look like a snot or a little girl looking for reassurance. I have her on slow animation from the Client menu, and the only solution I've thought of is possibly buying her a Geisha outfit and fan and teaching her to giggle. Help!
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Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
![]() Join date: 22 Jun 2006
Posts: 2,715
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08-26-2007 11:58
That is the default typing animation I believe. You might have an animation overrider (AO) that uses an animation on priority 4 which effectively disables the typing anim BUT the animation does not have the neck and head locked so that the head nod is still showing when you type.
You an either get a different animation for your AO. You can type // in front of whatever you say to disable typing sounds and animation. You can view this video blog on how to disable it completely. http://blog.secondlife.com/2007/08/23/tip-of-the-week-how-to-turn-off-the-typing-animation-and-sound/ _____________________
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Rusalka Writer
Registered User
![]() Join date: 12 Jun 2007
Posts: 314
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08-26-2007 12:55
Thank you! It has been driving me bonkers!
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Sufi Aya
Registered User
![]() Join date: 17 Sep 2007
Posts: 35
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the tutorial doesn't eliminate head bobs
11-14-2007 16:17
Hi, just read the above messages after doing a search, and the tutorial in the link given in response does in fact eliminate the typing animation and sounds, but the head bob is still there. Anyone know how to permanently get rid of this?
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Amity Slade
Registered User
Join date: 14 Feb 2007
Posts: 2,183
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11-14-2007 16:31
The nodding and typing are default. The only way to get around the nodding is if the animation you are using- whether AO or pose ball- actually moves the head (maybe neck too).
When interpreting an animation, Second Life will ingore any joints which do not move from the first (reference) frame and the second frame (the true start of the animation). So if your animation does not have that head (or neck) difference between the first and second frames, then Second Life ignores that animation when it comes to your head and reaches back to the default (or other animations that might be active and vying for priority). |
Sufi Aya
Registered User
![]() Join date: 17 Sep 2007
Posts: 35
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11-14-2007 18:55
Thanks for the info. Seems the only way to permanently eliminate the head bobs would be to use one of those chat AO's that replace the default. Appreciate the help
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Void Singer
Int vSelf = Sing(void);
![]() Join date: 24 Sep 2005
Posts: 6,973
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11-14-2007 20:37
the head nodding seems to be a seperate animation, just like the shout anim, which plays when you actually speak.. if the pose/anim you are in has a higher priority, the default nodding isn't seen...
it is kinda annoying to say no, and watch your av nod isn't it? _____________________
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Amity Slade
Registered User
Join date: 14 Feb 2007
Posts: 2,183
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11-15-2007 12:11
I have heard that there are several different default head animations, such as nodding and shaking, that are cued to play depending on what you say in chat. Of course, whatever Second Life code that is listening to your chat to determine your head movement cannot understand context, and you find yourself nodding or shaking your head inappropriately.
It can be annoying in some circumstances. However, sometimes in overall effect, it creates a somewhat realistic looking motion as it comes to people. For a static pose, not overriding those head motions do a lot to make that static pose look like an animation. Without it, you could look like an unnatural statue. Of course, this includes not only the nodding and shaking, but the movement of your head following your cursor. When I'm doing basic sit and walk animations, I usually like leaving the head and neck zeroed out so the default head animations still play. It gives a nice touch. Overall, though, whether you like it or not is a purely personal preference. |