Designing a "sit machine" / Abstraction
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Court Goodman
"Some College"
Join date: 10 May 2006
Posts: 320
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01-06-2008 14:25
I have a large carpeted area where I'l love for av's to sit the same way they may dance with a dance machine.
Just for kicks I loaded up a bunch of sit/lay anims and it 'almost' worked. The av was not locked to his/her position and is able to move around while in that sit position. That would cause confusion.
Locking in position is important because There are sound sculptures around, and movement causes nasty rolloff and doppler effects (i'd care not to ask users to turn that off on their client)
There was also an issue with Z-coordinates.
Does anyone have any pointers when it comes to designing something like this? Im curious is setting up a bunch of sit's can be abstracted as easy as dances. It would be nice to avoid a hard-coded list, so i can add/remove anims at whim.
Any ideas musch appreciated. Thanks,
Court
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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01-06-2008 21:26
the problem you're having is that an animated av can still move around just like normal, and the only really effective way to limit that is have them actually sit....
add to this the fact that ll decided to force sitting on a prim to the edge of the bounding box and it becomes a pain to have avs sitting in random spots on a carpet or some such
there is a multi sit solution, that specifics a sit target then moves av's around treating them as child prims. you'd need to specify all the spots on the prim you want to place avs at and have some system to detrmine if it's being occupied or not, but I think this is probably your closest option past having poseballs or a similar setup
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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01-06-2008 22:00
Well, you could possibly also take the avatars' controls while they are "sitting", but this WOULD require that they accept the permission in a dialog, since it wouldn't be done from an object the avatar is sitting on or from an attachment (unless you want to require they each attach an object to "sit"...). Then just make sure when you take the controls that you use FALSE for the flag that allows the normal behaviors to also work.
This could be neat. You could actually cause the normal UP (jump) control to cause them to stop "sitting". If you took a subset of controls BEFORE they sat, you could also cause the DOWN control (crouch) to cause them to start "sitting".
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Court Goodman
"Some College"
Join date: 10 May 2006
Posts: 320
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01-07-2008 08:51
ok thanks, good info to start. anything but poseballs!
im fine with a dialogue. since its at a place that also has dancing, visitors will be used to that. However it looks like i have some studying to do.
Void, do you know where i can learn more about the child prim concept?
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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01-07-2008 14:51
the general principle is simple, detect new av's in the changed event, address them using link numbers above the amount of prims in your link set, and move them via llSetLingPrimitiveParams... for more specific code fragments try this link in jira https://jira.secondlife.com/browse/SVC-750#action_29082EDIT: remove the trailing question mark to go directly to the post by strife, it's added so that lit will show as a link for all forum users some type of list with positions matched to avatars will be neccesary I think, past that I really haven't used it, so I can't give any details... a search of either this forum or the library forum for multisit or multi-sit might yield some results
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Court Goodman
"Some College"
Join date: 10 May 2006
Posts: 320
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01-07-2008 16:59
Thank you. I figure i'll just place a couple sofa's while i study this up 
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Bryndyn Burton
Registered User
Join date: 2 Jan 2007
Posts: 4
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01-09-2008 07:07
Court, I have a product which may already do what you want. IM me in-world for more info.
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Court Goodman
"Some College"
Join date: 10 May 2006
Posts: 320
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01-09-2008 17:16
From: Bryndyn Burton Court, I have a product which may already do what you want. IM me in-world for more info. Thanks Bryndyn, Ill contact you when i am able to! ive been swamped with that RL stuff so hopefully i can contact you in the next day or 2. i appreciate it
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