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Why doesn't llStopAnimation stop animation?

AnnMarie Otoole
Addicted scripter
Join date: 6 Jan 2007
Posts: 162
02-04-2008 12:25
I'm trying to do a dead avatar. After getting permissions using sit I have the script:-

run_time_permissions(integer parm)
{
if(parm == PERMISSION_TRIGGER_ANIMATION)
{
//cancel the sit anim
llStopAnimation("sit" );
//llStartAnimation("dead";);
llStartAnimation("Death";);
llOwnerSay(llGetAnimation(agent)); //Diagnostic
}

}
}


The avatar does do the animation "Death" but doesn't stop the "sit" animation.
The diagnostic says
Object: Sitting

How do I get the avatar to play dead? The "Death" animation is a single pose. It has priority level 4. If played out of the script I have the same problem. The avatar lies down in the pose but she keeps twitching head and legs.

I'm missing something here. Any ideas?
Beezle Warburton
=o.O=
Join date: 10 Nov 2006
Posts: 1,169
02-04-2008 12:26
From: AnnMarie Otoole
I'm trying to do a dead avatar. After getting permissions using sit I have the script:-

run_time_permissions(integer parm)
{
if(parm == PERMISSION_TRIGGER_ANIMATION)
{
//cancel the sit anim
llStopAnimation("sit" );
//llStartAnimation("dead";);
llStartAnimation("Death";);
llOwnerSay(llGetAnimation(agent)); //Diagnostic
}

}
}


The avatar does do the animation "Death" but doesn't stop the "sit" animation.
The diagnostic says
Object: Sitting

How do I get the avatar to play dead? The "Death" animation is a single pose. It has priority level 4. If played out of the script I have the same problem. The avatar lies down in the pose but she keeps twitching head and legs.

I'm missing something here. Any ideas?

Do you have an llSitTarget declared? For some reason, without an llSitTarget declared a prim will force the sit animation.
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AnnMarie Otoole
Addicted scripter
Join date: 6 Jan 2007
Posts: 162
02-04-2008 12:35
LOL, thanks that helped a little. She no longer has her knees bent but the Diagnostic still says:
Object: Sitting

and she is still breathing with random movements on upper torso. Do I need a wooden stake or a silver one?
Galena Qi
Registered User
Join date: 9 Sep 2006
Posts: 249
02-04-2008 12:46
It sounds like your problem is in the animation, not the script - you are overriding the default animations on some of the joints but not others. Do you have an initial T-pose in your animation? See the stickies at the top of the animation subforum for help.
Ravanne Sullivan
Pole Dancer Extraordinair
Join date: 10 Dec 2005
Posts: 674
02-04-2008 15:59
From: AnnMarie Otoole
LOL, thanks that helped a little. She no longer has her knees bent but the Diagnostic still says:
Object: Sitting


That is because no matter what your animation is named the avatar is "sitting" on the prim. Its an internal SL thing and has nothing to do with the actual animation in use.
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AnnMarie Otoole
Addicted scripter
Join date: 6 Jan 2007
Posts: 162
02-04-2008 16:15
Cool, getting close.

I found I had to go back to the animation edit and make some slight changes in head, neck etc., to lock them.

So now she lies motionless in the coffin but her eyes are still moving, blinking and she smiles. That's not dead enough for my project. How do I stop those?
Galena Qi
Registered User
Join date: 9 Sep 2006
Posts: 249
02-04-2008 16:49
Facial animations are limited to those hard-wired into SL - listed here:

https://wiki.secondlife.com/wiki/Internal_Animations?

From what I've read, to get an "eyes closed" pose you need to find one of the "emote" animations that has eyes closed and write a script to play it at the same time as another one that has the rest of the facial expression you're looking for. Clunky, but that's the only way to do it.

BTW- the default facial animation doesn't include a smile. If your av is smiling, you must be wearing an AO or other scripted object that is calling one of the default smile animations.
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
02-04-2008 17:40
I believe you can specify face and hand positions when you upload an animation. Unfortunately, it has always been iffy whether they are actually used or not, as a lot of environmental stuff (like where you have the mouse positioned, when someone else talks, the price of tea in China) can affect hand and face expressions.

I wonder when we're going to get that pupeteer functionality that was so talked up a year or so ago. Heh.
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
02-04-2008 18:12
Since you have the scripting part figured out, you may want to ask some of the animation guru's in that forum. Sure someone could point you in the correct direction to get your av as dead as possible :p
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