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Ryoku Itoku
Registered User
Join date: 19 Jan 2006
Posts: 59
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08-10-2007 20:01
I’m working on a pair of Stiletto heeled boots, I’m having a problem where the bottom of the foot is penetrating the ground
I can think of 2 possible fixes for this though the easiest way I can think of is simply to find a way to offset the avatar when it animates, bam problem solved.
Anyone know how to do that?
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Kenn Nilsson
AeonVox
Join date: 24 May 2005
Posts: 897
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08-10-2007 20:21
Might want to ask under the animation forum. It involves simply moving the 'hips' for the default animation...and actually that's probably not the best way. Your best way is going to be using an 'invisi-prim' to hide the part of the foot that pokes though.
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--AeonVox--Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms chasing ghosts, eating magic pills, and listening to repetitive, addictive, electronic music.
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Ryoku Itoku
Registered User
Join date: 19 Jan 2006
Posts: 59
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08-10-2007 21:09
well i'm using inviso prims but animation seems a little to tedious for a project that was this simple.
though so you can get an idea of what i'm talking about heres a picture of the problem.
http://img410.imageshack.us/my.php?image=examplewq2.jpg
as you can see its not that the AV is penitrating its that my attatchments are.
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Kenn Nilsson
AeonVox
Join date: 24 May 2005
Posts: 897
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08-10-2007 22:31
Well, again, it is not a scripting problem...so doesn't belong in this forum...but...
...it looks as if the build is possibly extended too far below the avatar's foot? Are you extending the heel below the 'foot level' of the avatar? If so, you will always run into the problem of walking 'through' the floor.
_____________________
--AeonVox--Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms chasing ghosts, eating magic pills, and listening to repetitive, addictive, electronic music.
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Ryoku Itoku
Registered User
Join date: 19 Jan 2006
Posts: 59
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08-11-2007 16:39
well thats exactly what the problem is. I built it anitomicaly correct (sculptys btw) the default pose/animations do tend to mess with things. the foot is the rite size just standing on the ball of the foot.
the default animations work but the ground plane (local for the Avatar) is to high causing penitration.
I just want to find a way to affect the translate values of an avatar so i dont have to go messing with animations. I could make working animations which would acomidate the foot but redoing several animations just seems to tedious.
I've seen Macro Avatars where the actual avatar is posisitioned a good 10m in the air still influencing his/her prims though I've never come acrossed a developer to ask how they do that...
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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08-11-2007 17:07
From: Ryoku Itoku I've seen Macro Avatars where the actual avatar is posisitioned a good 10m in the air still influencing his/her prims though I've never come acrossed a developer to ask how they do that... Its an animation. Short of (most laggily) pushing the av up off the ground, or mounting it on a vehicle, an animation is the only method for adjusting an avatar's relationship to the gound.
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Ryoku Itoku
Registered User
Join date: 19 Jan 2006
Posts: 59
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08-11-2007 19:46
hmm... well that seems kinda crappy =/ oh well 2 against one i yeild to people who know more about scripting than I do...
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