Eeek!
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sandy Cleghorn
Registered User
Join date: 18 Aug 2006
Posts: 51
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06-26-2007 14:33
Ok pleaseee will someone message me back and make my sl world ( and sometimes rl world  ) much happier!!! Im in DIRE need of twitchy ear and swishy tail scripts :/ ..and seeing as i BARELY scraped passing maths and basic logic in school i need some kind persons help. lol please please pleaseee! I just really need some cute continious twithy ear scripts and a nice side too side swishy movement but nto a robotic movement... *waits biting nails* thanks Sandy 
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Shadow Subagja
Registered User
Join date: 29 Apr 2007
Posts: 354
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06-26-2007 16:52
These will generally have to be custom made for the ears and tail that you have (at least I would expect) as the scripts that control them would rely on their geometry to get a reproduceable 'look' from the results.
I think you'd be better off finding a neko avatar or ears/tails that come pre scripted and piecing together from those. Not sure how much people charge for that stuff though, or how much you desire to learn scripting to sort out your particular attachments.
Just my 2c.
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sandy Cleghorn
Registered User
Join date: 18 Aug 2006
Posts: 51
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06-26-2007 17:01
hey thanks for u reply  ...I have a few tails that have scripts in them that are no mod or trans but copy but im sure i cant use those lol..And thing is noone i know can script for it and people i ask that CAN dont get back toome so im kinda stuck  ...with non swishing tails ! lol
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Senuka Harbinger
A-Life, one bit at a time
Join date: 24 Oct 2005
Posts: 491
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06-26-2007 21:44
here's a very simple tail "Twitch" that I have for a snake avatar which will flick the root of a flexi tail attachment more or less randomly. the llSleep() and llSetTimerEvent() commands are tweaked for a specific list of settings for my snake avatar's flexi tail, so you may have to adjust them faster or slower for your particular build. default { state_entry() { //llSay(0, "My Rotation is " + (string)llGetLocalRot());//Debugging shiz llSetTimerEvent(llFrand(3)+8);//Causes the wag to happen between 8 and 11 seconds. } timer() { //Math for setting the different rotations rotation org=llGetLocalRot();//Saves the starting rotation, this is needed so we can rotate back when we're done. vector eul1=<0,35,0>;//Sets the rotation in the typical vector angles. vector eul2=<0,0,25.5>; vector eul3=<0,0,-25.5>; eul1 *= DEG_TO_RAD;//Converts from degree to radians eul2 *= DEG_TO_RAD; eul3 *= DEG_TO_RAD; rotation rot1=llEuler2Rot(eul1);//Converts our vector angles to a rotation quaternion rotation rot2=llEuler2Rot(eul2); rotation rot3=llEuler2Rot(eul3); integer rotnum=llCeil(llFrand(5));//randomly selects an integer between 1 and 5 if(rotnum==1) { //llSay(0,"rotation 1");//Debugging shiz rotation new=(llGetLocalRot() * rot1); llSetLocalRot(new); llSleep(5);//causes the script to wait //llSay(0,"rotating to " +(string)new);//Debugging shiz } else if(rotnum==2 || rotnum==3)//makes the 2nd rotation twice as likely to occur { //llSay(0, "rotation 2");//Debugging shiz rotation new=(llGetLocalRot() * rot2); llSetLocalRot(new); llSleep(4); //llSay(0,"rotating to " +(string)new);//Debugging Shiz } else //Since the number wasn't between 1 and 3 it must be between 4 and 5 so these events will occur. using the else saves script time and memory { //llSay(0, "rotation 3");//Debugging Shiz rotation new=(llGetLocalRot() * rot3); llSetLocalRot(new); llSleep(4); //llSay(0,"rotating to " +(string)new);//Debugging Shiz } llSetLocalRot(org);//Returns the rotation to where it started llSetTimerEvent(llFrand(3)+8);//Resets the timer event for a random time between 8 and 11 seconds } }
here is another, much simpler tail wag: default { state_entry() { llSetTimerEvent(llFrand(10)+5); } timer() { rotation org=llGetLocalRot(); float x=((llFrand(1)-.5)*.13795); float y=((llFrand(1)-.5)*.7); float z=((llFrand(1)-.5)*.13795); float a=((llFrand(1)-.5)*.85773); rotation new=org+<x, y, z, a>; llSetLocalRot(new); llSetLocalRot(org); llSetTimerEvent(llFrand(10)+5); } }
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My SLExchange shopTypos are forgiven; desecrating the english language with reckless abandon and necrophilic acts is not. The function is working perfectly fine. It's just not working the way you wanted it to work.
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sandy Cleghorn
Registered User
Join date: 18 Aug 2006
Posts: 51
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06-27-2007 05:07
wow thanks alot ! ....if anyone has any other scripts for ears ofr tails ill be glad too save them all so i can play around with them..im sure this will benifit others aswell. O and one thing how do i know how i position the root prim ..i use a cube and make it smaller and then put it at the beginning ( the part that goes into the butt  ) but once the script is in there the tail goes different ways ..like not side too side etc did that make ANY sense? lol
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Kali Jarrico
Registered User
Join date: 1 May 2005
Posts: 9
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06-27-2007 06:33
It made sense to me, as I have that issue with door scripting at times.
What I do in that case, and what might work here, is to fiddle around a bit with the rotations of the base prim, in this case, the one holding the script for your "twitch". Turn it till you get it swishing the way you want, and then re-align the rest of the prims so that it looks and moves properly.
*hopes that makes sense, it's early and I haven't had coffee*
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Galbraith Karami
Registered User
Join date: 12 Dec 2006
Posts: 25
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06-27-2007 10:59
It's probably due to how the scripts handles the rotations and the GetRot of the root prim... would have to see the script. But above all, I recommend going to any of the furry communities in SL... they will surely be able to help you better than us.
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Destiny Niles
Registered User
Join date: 23 Aug 2006
Posts: 949
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06-27-2007 11:03
From: Galbraith Karami I... any of the furry communities in SL... they will surely be able to help you better than us.  I think some furries hang out here too
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Pale Spectre
Registered User
Join date: 2 Sep 2005
Posts: 586
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06-27-2007 11:33
I do a Swishing Tail product, and no, I'm not going to be posting the script, but it doesn't rely on rotating anything.  My Scripting Tip is to consider the flexi vector force value which can be manipulated to cause a flex prim to move. I've found that applying a varying force to the tail gives it a very natural movement. See: llSetPrimitiveParams PRIM_FLEXIBLE for the ways to control a flexi prim.
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Sander Kuiper
Registered User
Join date: 4 Nov 2006
Posts: 3
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06-28-2007 03:40
From: Pale Spectre I do a Swishing Tail product, and no, I'm not going to be posting the script, but it doesn't rely on rotating anything.  My Scripting Tip is to consider the flexi vector force value which can be manipulated to cause a flex prim to move. I've found that applying a varying force to the tail gives it a very natural movement. See: llSetPrimitiveParams PRIM_FLEXIBLE for the ways to control a flexi prim. I've done that to but its only really good in one prim objects. Any more than that and it looks off, probably because of client side syncing issues. But it is pretty sweet in one prim flexi objects.
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