Nimbus Rau
Salmon pie? Where?
Join date: 15 Apr 2007
Posts: 292
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11-18-2007 03:48
Hey folks. I'm currently building a dolphin avatar, and so far the animation phase has gone, um, swimmingly.  All except for the landing-after-jump and the hard-landing-after-falling, anyway. The problem with those (and most particularly with the latter) is that I'm getting the default pick-oneself-up animation bleeding through between the landing anim and the stand/swim anim that comes next. Given that the av is in a very different set of positions to the normal human av, this breakthrough action is *very* obtrusive. I've tried all sorts of things. My anims are priority 4 for this av. I've tried making the landing anims longer, or shorter. I've varied the length of the easing in and out . I've set the anim to 0% and 100% looped, and I've tried it unlooped. Nothing seems to completely fix this. I've set the animation info to display in the debug/character menu, and as far as I can tell, my anims are playing, then I get half a second or so of "standup - 3" before my regular swim/stand anim kicks in. I also get this sort of thing happening a little in the pre-jump anim as well, but that's more erratic. Sometimes my anims play perfectly, and sometimes I get a smidgen of default pre-jump anim in there as well. *sigh* Is there something that I'm missing here, or is this some annoying SL bug that I just have to find a way to live with? For those of you who make animations that override jumping/falling/landing, how do you deal with this issue?
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Crystal Falcon
Registered Silly User
Join date: 9 Aug 2006
Posts: 631
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11-18-2007 13:06
Funny, we just explored all of this here a few subjects down: /52/0c/222669/1.htmlIt seems the solution would be to customize the script to keep playing an anim over the standup until the swim can play, since it won't catch the standing part in time. 
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Nimbus Rau
Salmon pie? Where?
Join date: 15 Apr 2007
Posts: 292
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11-18-2007 13:38
From: Crystal Falcon Funny, we just explored all of this here a few subjects down: /52/0c/222669/1.htmlIt seems the solution would be to customize the script to keep playing an anim over the standup until the swim can play, since it won't catch the standing part in time.  Thanks for the tip. The script in question is the Franimation AO script (the FlipMod version). While I'm an okay scripter in some ways, I'm not really confident of my ability to rewrite the core section of the Franimation script without screwing it up. There's a commented section in the script that says that there's an "ugly hack" because "the standing up animation doesn't work quite right".... but as yet, I've not been able to figure out exactly what that section is doing, or why. I'm guessing that's the section you're suggesting that I customise? If so, I guess I'll have to sit down with a pencil and paper and try to work out exactly what it's doing and what needs to be changed. It's strange. My cat avatars don't seem to have this problem at all - instead of standing up and brushing themselves off after a fall, they just squat in place on all fours for a moment. But I can't work out what I did differently there that I haven't tried with the dolphin. *sigh* UPDATE: I've fixed it! I spent a bit of time tweaking the value of the AutoStopTime variable - the script comes with it set at 1.5, but I found that setting it to 2.25 solved the problem nicely! Hooray! Now my dolphin can jump with confidence. 
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