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Sasun Steinbeck
Quaternions ate my brain
Join date: 17 Sep 2005
Posts: 36
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02-13-2007 02:08
I'm trying to see if I can create a piece of furniture with multiple poses, but no poseball. Unfortunately I can't figure out a trick to be able to adjust all the poses to the right position and rotation for each individual pose.
I've written some script that will set the sit position for the prim and reads a config notecard with the names of the poses and it puts them all in a handy menu for you to pick from. So you can click on your seat prim and have a nice menu with your poses listed and flip between them no problem.
The problem comes in that there doesn't seem to be any way to customize the position of individual poses. Resetting sit position while someone is already sitting has no effect (like the docs say). Yes I can reset the sit position for each pose, but then the user has to jump off and on again! Ugh. Unacceptable.
Is there some trick to this, or do I have to resort to a poseball? All of this is of course a piece of cake with a poseball to move around into position/rotation for each pose. But I have a requirement to do this with NO poseballs in the furniture.
I've seen furniture that can do this, but I suspect that the poses themselves are already "pre positioned" in the pose itself so that they all have your butt at the same height/rotation so that as you flip through different poses, they all look just fine. You don't suddenly rise up a foot off the sofa for one pose then sink down into it for the next pose. Never edited a pose before, so I have no idea.
Can anyone confirm that I'm not missing something? Is there truly no way to tweak positions on the fly for poses in an object that I'm calling llStartAnimation() on, while an AV is already sitting on the object?
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-Sasun Steinbeck
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Stephen Zenith
Registered User
Join date: 15 May 2006
Posts: 1,029
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02-13-2007 02:35
No, you're right. You can't change the sit position of somebody who's already sitting.
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Solar Ixtab
Seawolf Marine
Join date: 30 Dec 2004
Posts: 94
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02-13-2007 02:42
If you don't want to use poseballs, and I don't blame you, then you'll have to have your animations preset for a single sit target. There's no real way around it.
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Despite our best efforts, something unexpected has gone wrong.
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Newgate Ludd
Out of Chesse Error
Join date: 8 Apr 2005
Posts: 2,103
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02-13-2007 02:51
A possible workaround is a 'hidden poseball', An invisible prim which contains the actual sit target and could then be moved?
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Ace Albion
Registered User
Join date: 21 Oct 2005
Posts: 866
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02-13-2007 03:03
I've seen chairs/stools with cycle-able poses. I think they used the poser default sitting poses though, which seem mostly to share a common positioning. So the solution would be to use poses that work with the same coordinates, maybe.
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Ace's Spaces! at Deco (147, 148, 24) ace.5pointstudio.com
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Tyann Toll
It went... where?!
Join date: 17 Dec 2006
Posts: 37
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02-13-2007 03:16
An alternative way of doing it might be think in "transition animations". I mean: lets imagine we have a "sitting" position, a "stand" position, and a "lounging on the arm of the sofa" position. The default position is "sitting" and has two transitional animations which makes the avatar stand and move to either the "stand" position or the "lounging" position. Since SL allows you to move an avatar almost as much as you like like within an animation, you could easily animate the avatar walking around the sofa, or anything else. The only sit target would be the default position, since all the others would transition from this one. Some rough pseudocode for this:
change animations (identifier for targetAnimation) // this function would handle transitioning { read a list to get the appropriate new animations stop the current animation start the transition animation that moves the avatar to the correct position stop the transition animation start the new animation }
default { Start a listener When an avatar sits, get permissions, then load and play default animation On a click, display the pose menu Call ChangeAnimations with the corrent TargetAnimation depending on the dialog menu }
Issues:- If each animation has to have a transition to every other animation, this could become prohibitive quite quickly - coordinating the transitional animation to avoid jerkiness
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