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Wearing My Car ... I feel safest of all

Kay Penberg
Mermaid
Join date: 29 Oct 2009
Posts: 409
12-16-2009 05:36
Not sure if this is the correct place to ask this, but I'm guessing the solution does lie in scripting.

Is it possible to wear a vehicle? What I'm trying to make is a kind of wheelchair, but one which hovers rather than moving on wheels. But I need to be able to start using it in places where I probably won't be able to rez things, and I'll also need to take it with me when TPing.

Is this possible?
Raver Bellow
Registered User
Join date: 22 Oct 2005
Posts: 13
12-16-2009 05:53
Sure you can, but you would have to just make it as an attachment. Then maybe use some clever animations for the movement. It won't have physics enabled. But you can get around that by adding some flight enhancers to the chair, as well as some particles to make it seem like its a "real" vehicle.
Johan Laurasia
Fully Rezzed
Join date: 31 Oct 2006
Posts: 1,394
12-16-2009 05:54
Sure, alot of cars actually have 2 parts, a rezzed portion that's essentially the chassis, and the worn part (or parts) that seat the avatar, and that also allows for a work around to get past the 32 prim physical attachment. You'll likely need to go into hover mode (home key) while wearing the attachment, and then work from there.
Tharkis Olafson
I like cheese
Join date: 17 Nov 2004
Posts: 134
12-16-2009 06:26
Well you could wear the chair, and have an animation that plays that makes it look as if you were sitting in the chair. I'd make it so the animation still allowed you to move your upper body while the lower body was locked into place. Technically you wouldn't need a script if you wanted to manually run the animation or had it placed in an Animation Overrider.

If you're talking about making this to sell or give to others, there is a way to play the animation when it's attached.

I used a similar trick in my grim reaper avatar to make it appear that he was floating and much taller than he actually was. So there's really 2 parts to this. You need an animation that makes it appear you are floating. Then a script to play the animation when it's attached.

And of course as stated above you can tweak it a little to give jetpack powers heh.
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Kay Penberg
Mermaid
Join date: 29 Oct 2009
Posts: 409
12-16-2009 06:35
Thanks, people.

So, does having the vehicle as an attachment mean it has to have a non-physical drive?

I'm not making it to sell, just as a way to get around on land. Essentially, moving my avatar whilst in a sitting position. And hopefully being able to just sit using the ao I wear.
Tharkis Olafson
I like cheese
Join date: 17 Nov 2004
Posts: 134
12-16-2009 06:48
Well if you are going to use an AO.. This is what I’d do:
Get or create an animation that is in the sitting position but floating however high you want it to be.
Set it to be your Animation for pretty much all your states (standing, sitting, walking, flying…) in your AO.
Attach the hoverchair.
Enjoy your new toy.

No scripting required.
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Raver Bellow
Registered User
Join date: 22 Oct 2005
Posts: 13
12-16-2009 06:48
Well you won't actually beable to drive it. If your planing to have somthing that your wearing that you want to take with you when you TP around. Its just an attachment that looks like a vehicle. But you can do allot of things to make it really realistic to what you want. As I said with animations and flight scripts. Can add sounds for movement as well. But when your wearing it you are just moving as your Avatar would move.
Julianne Kaestner
Clan of the Care Bear
Join date: 13 Oct 2008
Posts: 82
12-16-2009 07:49
For sure such a thing is possible.

I have a horse. To ride it, you wear it. It puts the rider in the correct sitting posture and moves its legs as you go. I like it because I can move normally, the way I usually walk or run, without going into mouselook (which I strongly dislike).

Not to short-circuit your desire to build something, but if you want it, send me an IM and I will give you a copy. I didn't make it, but it is transferrable.

Just one thing: It's made for petite avatars.

Another thing that's fun is roller skates. There are some freebies around. I can probably find an LM for that if you're interested.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
12-16-2009 10:13
for the wearable idea, I'd go with an AO... a non physics vehicle isn't going to make it any better, and is more complicated.

simple build your attachment, then drop in the ao script to pose you as needed
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Kay Penberg
Mermaid
Join date: 29 Oct 2009
Posts: 409
12-16-2009 13:08
From: Tharkis Olafson
Well if you are going to use an AO.. This is what I’d do:
Get or create an animation that is in the sitting position but floating however high you want it to be.
Set it to be your Animation for pretty much all your states (standing, sitting, walking, flying…) in your AO.
Attach the hoverchair.
Enjoy your new toy.

No scripting required.


I gave your idea a try, but it didn't quite work. At best, I got jerky movement in the chosen direction; most of the time, the sit animation was just over-ridden with the default animations.

Do you think this happened because of animation priority settings? One thing I've noticed is that pretty-much all the animations in the AO I'm using override the typing animation. The only one which doesn't is the very same sit animation I want to use. Does this suggest it has a low priority setting?

I love this idea. If I could get it to work, it would probably be exactly what I want.
Kay Penberg
Mermaid
Join date: 29 Oct 2009
Posts: 409
12-16-2009 13:10
From: Void Singer
for the wearable idea, I'd go with an AO... a non physics vehicle isn't going to make it any better, and is more complicated.

simple build your attachment, then drop in the ao script to pose you as needed


Thanks, Void. See my reply to Tharkis Olafson. Do you think the problem is animation priorities? If it is, what can I do to fix it?
Kay Penberg
Mermaid
Join date: 29 Oct 2009
Posts: 409
12-16-2009 13:11
From: Raver Bellow
Can add sounds for movement as well.


I'm still a bit confused about sounds. Are they MP3 files that are played via a script?
Kay Penberg
Mermaid
Join date: 29 Oct 2009
Posts: 409
12-16-2009 13:19
From: Julianne Kaestner
have a horse. To ride it, you wear it. It puts the rider in the correct sitting posture and moves its legs as you go. I like it because I can move normally, the way I usually walk or run, without going into mouselook (which I strongly dislike).


That sounds like the sort of thing I'm aiming for. I detest mouselook, and avoid it whenever possible.

From: someone
Not to short-circuit your desire to build something, but if you want it, send me an IM and I will give you a copy. I didn't make it, but it is transferrable.


I love the thought of horse riding in SL, so thanks for the offer. I might take you up on that. But it won't solve my current problem. I trying to make a way to get around on land as a mermaid. Using the usual ao is awkward in small places like shops; it's better suited for open spaces like the sea.

So I need something where I can keep the tail. That might work if you ride your horse side-saddle.

From: someone
Just one thing: It's made for petite avatars.


Which could pose another problem: as a mermaid, I have long legs so as to make a good tail.

But thanks for the very kind offer, Julianne :)
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
12-16-2009 15:45
From: Kay Penberg
I gave your idea a try, but it didn't quite work. At best, I got jerky movement in the chosen direction; most of the time, the sit animation was just over-ridden with the default animations.

Do you think this happened because of animation priority settings? One thing I've noticed is that pretty-much all the animations in the AO I'm using override the typing animation. The only one which doesn't is the very same sit animation I want to use. Does this suggest it has a low priority setting?

I love this idea. If I could get it to work, it would probably be exactly what I want.

it could be a problem of a low priority, or that the animation you are using isn't looped (in which case it would play, then revert to whatever default), or it could be that only certain parts are being animated (meanwhile other parts would be affect by other animations)...

I suspect one of the first 2, the first if it's being overridden when the default changes, or the second if it plays and then is immediately taken over by the current default. the last one tends to be obvious since multiple animations are acting on different parts.
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Kay Penberg
Mermaid
Join date: 29 Oct 2009
Posts: 409
12-17-2009 04:03
From: Void Singer
I suspect one of the first 2, the first if it's being overridden when the default changes, or the second if it plays and then is immediately taken over by the current default. the last one tends to be obvious since multiple animations are acting on different parts.


What it happens, it looks like there is a second of hesitation, and then the default anim kicks in.

Am I correct in thinking I can't alter the priority rating of an animation if it is no-modify?
Ephraim Kappler
Reprobate
Join date: 9 Jul 2007
Posts: 1,946
12-17-2009 05:14
Unfortunately even the creator can't alter the priority of an animation once it has been uploaded into SL. They would have to upload a new version in order to do that. Best thing is to turn off your AO while wearing the vehicle - this can be done via script also.

But you seem like an enquiring sort, so why not download a free copy of the Qavimator application and have a go at making a suitable 'driving' animation for yourself? http://www.qavimator.org/. A relatively simple animation like this would make the perfect beginner's project.
Kay Penberg
Mermaid
Join date: 29 Oct 2009
Posts: 409
12-17-2009 07:15
From: Ephraim Kappler
But you seem like an enquiring sort, so why not download a free copy of the Qavimator application and have a go at making a suitable 'driving' animation for yourself? http://www.qavimator.org/. A relatively simple animation like this would make the perfect beginner's project.


Sounds a bit daunting to me :) But maybe I'll give it a go if I can't buy a suitable animation.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
12-17-2009 14:11
yup unfortunately, you can't change priority or looping except during upload... at a guess I'd say the animation isn't looped (it play once then immediately gets replaced). you'll want to find one that is.
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Kay Penberg
Mermaid
Join date: 29 Oct 2009
Posts: 409
12-17-2009 14:46
Well, I've pretty-much found a ready made solution. It's a script written by Cubey Terra. It was in a free wheelchair, and I copied the contents into my chair. It works fine with the animation I want to use (the one which was being overridden by the default animations). The only problem is the height - it floats too low.

What would be controlling the height? I've had a look at the script, but have only the vaguest idea as to how it works. What should I look for in the script to change the height? As I am wearing the chair, is it the height of my avatar that needs to be changed?
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
12-17-2009 15:01
you av controls height in this case (the chair is just an attachment), however it is possible to use a different animation that's been offset upwards
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Kay Penberg
Mermaid
Join date: 29 Oct 2009
Posts: 409
12-17-2009 15:20
From: Void Singer
you av controls height in this case (the chair is just an attachment), however it is possible to use a different animation that's been offset upwards


Oh, that's a pity. So near and yet so far. I really like this sit animation. :(
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
12-17-2009 15:24
ask the creator to tweak it so it's higer, and looped, with a priority of at least 3, if not 4... in fact ask for both, the only difference will be an extra 10$L upload, and check a different priority
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Pete Olihenge
Registered User
Join date: 9 Nov 2009
Posts: 315
12-17-2009 15:36
From: Kay Penberg
Oh, that's a pity. So near and yet so far. I really like this sit animation. :(
I assume that there's activities other than the underlying head and body movements involved. Were it a case of just bending legs into the right positions, it'd be extremely easy to make a custom pose in qavimator.
Kay Penberg
Mermaid
Join date: 29 Oct 2009
Posts: 409
12-17-2009 15:44
From: Pete Olihenge
I assume that there's activities other than the underlying head and body movements involved. Were it a case of just bending legs into the right positions, it'd be extremely easy to make a custom pose in qavimator.


It includes some lovely tail-flexing, and is very nice.