Simulated sit without sitting on anything
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SegmentationFault String
Registered User
Join date: 18 Jan 2009
Posts: 13
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01-18-2009 19:36
The thing with pose stands is, the few areas that let you rez them will return them to L&F after a short time. If you exceed that time and then step off the pose stand (say, to see how the clothing looks while you move around), you lose the stand and you have to dig through your inventory (losing your place) to find and rez it again. So I had this brilliant idea to develop a wearable pose stand - rather than rez it on the ground, you attach it to yourself (or, I suppose, a HUD but I haven't learned how to do HUDs yet). So simple even a newbie like me can write it - just add llstartanimation("turn_180"  to the on_rez or on_click event. BUT - your avatar still moves around when you do that. I'm standing there with the camera perfectly centered on my body while I adjust clothing or design something new, then I want to open another box. Rez it on the ground, and if it's not exactly behind me the stupid av will turn (back to the item, since it's in turn_180) and point to open the box. The pose stand avoids this, of course, by having you in sit mode which prevents you from turning. But the whole purpose of this exercise is to avoid the need to sit on an object. So is there any LSL command I can issue to have my avatar standing up in the turn_180 pose, but in "sit" mode so that it doesn't wander around or turn while I move the camera around and rez stuff up nearby?
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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01-18-2009 20:43
I don't know that there is a way to prevent an av from turning via script, you can prevent most movement from a spot, but turning isn't feasible since none of the lookAt type functions actually work on avs (heck some don't work at all)
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Dora Gustafson
Registered User
Join date: 13 Mar 2007
Posts: 779
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01-19-2009 01:56
You can sit on an (not scripted)object and play any animation you like instead of the "sit" animation  The "turn_180" animation may place the AV halfway inside the object and maybe not. If it does you could make one with an offset included. You have to test it.
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Brushed Schwade
Registered User
Join date: 9 Jan 2008
Posts: 4
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01-19-2009 02:24
Ther's already a posable HUD available in-world. I have a copy I'll drop on you and maybe that'll save the scripting jassle. Unfortunately it also means there's not the gap in the market you hoped for commercially.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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01-19-2009 03:52
From: Brushed Schwade Ther's already a posable HUD available in-world.  Drop one of these on me, too, if you get a chance, because I'm with Void on this one: I can't see any way that an attachment could prevent the avatar from turning. It's certainly easy enough to push poses on the avatar, and slightly trickier to keep it from sliding around, but controlling rotation without being seated: that would be a very neat trick indeed.
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Brushed Schwade
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Join date: 9 Jan 2008
Posts: 4
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01-19-2009 06:09
From: Qie Niangao  Drop one of these on me, too, if you get a chance, because I'm with Void on this one: I can't see any way that an attachment could prevent the avatar from turning. It's certainly easy enough to push poses on the avatar, and slightly trickier to keep it from sliding around, but controlling rotation without being seated: that would be a very neat trick indeed. Np. You do turn when you activate the HUD but you're static after that as far as I'm aware.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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01-19-2009 06:41
I would be surprised if there's ANY way to keep you from turning using a scripted object, other than sitting on something. Turning is controlled by the client, not the server.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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01-19-2009 16:09
there could be one option, though I don't know the full capabilities, but the the RestrainedLife viewer may allow a script to communicate with it to prevent client turning....
however without a sit you can still be bumped out of position, so it still won't be perfect.
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Hewee Zetkin
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Join date: 20 Jul 2006
Posts: 2,702
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01-19-2009 20:25
What's REALLY annoying is that even when sitting on some objects you STILL turn. Some chairs with swivels seem to exhibit this extremely annoying behavior. I'm wondering if the viewer actually generates CONTROL_ROT_LEFT and CONTROL_ROT_RIGHT events when you're facing the "wrong" direction and editing an object. Grr! 
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Hewee Zetkin
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Join date: 20 Jul 2006
Posts: 2,702
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01-19-2009 20:27
From: Void Singer however without a sit you can still be bumped out of position, so it still won't be perfect. It might be enough if you are ALT-zoomed in on the avatar itself, since the camera will stay with the object you're zoomed in on. That reduces to only rotations and animations you have to worry about.
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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01-19-2009 20:29
OH! I just thought of something that MIGHT help, at least part of the time. There's an option somewhere under the Advanced menu that lets you select your avatar for editing. You can't do much with it, because the avatar snaps back to its original rotation as soon as you stop "editing" it, but MAYBE it would help temporarily for trying things on? Of course, editing the avatar might make it difficult to also move an attachment around. Hmm.
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