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Seeking freestyle dance pedestal animation script

Pepe Heart
Registered User
Join date: 4 Jan 2006
Posts: 4
02-03-2009 02:41
I am looking for a script that will accomplish the following:

1. Avatar right clicks on a prim (a dance platform) and is moved from the avi's present position to the top of the prim in a standing position and with a 'stand up' button.

2. The avi can then choose animation from a separate dance ball, chim or an animation from inventory, which overrides the standing animation but does not relase the avi from the prim.

3. The avi can then dance without "standing up" (falling off the prim) until the avi is ready to stop and get off the prim by pressing the "standup button".

Note: I have seen something similar to this called "freestyle dance ball" in clubs but cannot find a source.
Pedro McMillan
SLOODLE Developer
Join date: 28 Jul 2007
Posts: 231
02-03-2009 02:58
Are you looking for help making the script yourself, or are you asking to get/buy one ready-made? If the latter, then you'll need to look elsewhere, e.g. in the Products Wanted forum.
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
02-03-2009 03:45
Yep. You're basically just looking for a pose stand. One that starts a non-looped animation once on sit (and probably something like "stand", not "turn_180";). That shouldn't stop other animations from being played. Maybe for elegance you could have it check now and then whether any animations are running, and if not it could repeat playing a "stand" animation to put the avatar back into a neutral pose.

If you want this device to stop other devices from animating once you stand up, it could be a trickier thing. You'd have to setup communication between all the devices that might animate the avatar and have them cooperate in shutting off animations (or perhaps have them check whether the avatar is sitting when they are first utilized, then switch off if the avatar stands). You could, of course, have your pose stand stop all animations on the avatar after it stands up, but that's no guarantee that other scripts currently animating the avatar won't start the animations back up again (in fact, for dance balls and such, you can bet on it).
Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
02-03-2009 04:20
From: Pepe Heart
I am looking for a script that will accomplish the following:

1. Avatar right clicks on a prim (a dance platform) and is moved from the avi's present position to the top of the prim in a standing position and with a 'stand up' button.

2. The avi can then choose animation from a separate dance ball, chim or an animation from inventory, which overrides the standing animation but does not relase the avi from the prim.

3. The avi can then dance without "standing up" (falling off the prim) until the avi is ready to stop and get off the prim by pressing the "standup button".
If your concern is just to make sure you don't fall off the prim while you're dancing, I don't think you need anything very elaborate at all.

Animations are client-side; that is, while your av appears to you and me to be moving, the sim doesn't think it's moving at all. That's why, if you and I are dancing near each other, if we appear to collide, we pass through each other rather than bump into each other as we would if we were walking.

Try dropping Winter Ventura's Agent Visualizer -- /54/c3/253812/1.html into a prim and then playing a dance anim, and you will see what i mean.

If the prim's large enough, you can just climb onto it and start dancing. If your animation takes you off the prim, you will appear to be dancing in the air until the anim returns you to the starting point at the end of the loop, and you stop the anim in mid-loop, you should appear to snap back to the start.

When I was a dancer I had to choose my dance anims very carefully to make sure I didn't do half my dances in mid-air over the audience if the stage was small -- it was that, not falling off the stage, that was the problem.

At most, I think all you need is to set a sit target that will position you on top of the prim, so you don't have to worry about climbing onto it, and make the default click action "sit" (which you can do by script http://wiki.secondlife.com/wiki/LlSetClickAction or from the first page of the edit window).

Then either play a simple low-priority stand anim that your dance over-rides or just unsit yourself once you are safely on top of the prim (though, since unsits sometimes behave violently -- for reasons I don't understand and wish someone would explain -- that might risk throwing you off).
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
02-03-2009 13:16
From: Innula Zenovka
Then either play a simple low-priority stand anim that your dance over-rides or just unsit yourself once you are safely on top of the prim (though, since unsits sometimes behave violently -- for reasons I don't understand and wish someone would explain -- that might risk throwing you off).


Probably when the avatar intersects the object at the moment you stand and the object is not phantom. This should at least be better now with Havok 4. I certainly haven't noticed being orbited or thrown half-way across the region in a while. But I think the more you intersect now, the stronger the push will be. So if you experience this when standing up from a piece of furniture, try nudging the sit target up a little bit until the problem goes away or drops to a level you can live with. Once you get that right, you might have to replace the animation with one that offsets the hip to compensate.
Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
02-04-2009 10:44
Thanks, Hewee. That makes a lot of sense. It also explains a useful phenomenon I've come across as a side-effect to something else I was doing -- if you use llSetLinkPrimitiveParams to move the av away from the prim slightly before unsitting the av, the unsit is pretty painless.