Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

2 Anims need 2 different vectors...

Windchyme Shepherd
Registered User
Join date: 22 Apr 2007
Posts: 10
08-22-2007 12:38
I am using a click to change animation script in a seat. Works great except that one of the animations is naturally higher in the air then the other. If I set one animation to be at the correct height the other is too high or too low. I have racked my script newbie brain and skills to find a way to be able to have a new vector setting be used when the item is clicked for the animation change- resulting in the new animation being started with the new correct vector coordinates.. Often it will compile correctly but obviously the changes I have made make no difference as it uses the vector coordinates given in the beginning of the script. (Sighs) Any ideas or help out there?

Thanks
Kenn Nilsson
AeonVox
Join date: 24 May 2005
Posts: 897
08-22-2007 13:08
The way multi-pose scripts get around this limitation is that they have you sit on a "poseball" and then have that poseball change it's position (relative to the seat) when you change animations.
_____________________
--AeonVox--

Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms chasing ghosts, eating magic pills, and listening to repetitive, addictive, electronic music.
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
08-22-2007 14:06
Also, since the introduction of llSetLinkPrimitiveParams(), it's possible to move and rotate the seated avatar (itself a member of the linkset) without moving the prim on which it is sitting. The avatar will usually have the highest number in the linkset (unless multiple linked sit targets), or can be found by hunting for a match of llAvatarOnSitTarget() and llGetLinkKey().
Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
08-22-2007 15:37
See this thread and Jake Linden's input: /142/2a/201548/1.html
_____________________