duLuna Bosatsu
OMnomnom nom.
Join date: 4 Nov 2007
Posts: 102
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08-17-2009 17:51
Hey everyone, I have a script here that works for Agent Walking/Running etc, but I'd like to override an animation. I trid using a simple start/stop like this: http://img.photobucket.com/albums/v38/neko-vamp/skatecode.png (img'd due to bug on-submit) but it gave me this permissions error, "PERMISSION_TRIGGER_ANIMATION permission not set" is there a way to bypass asking permission to animate someone? thanks a bunch in advance
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Anti Antonelli
Deranged Toymaker
Join date: 25 Apr 2006
Posts: 1,091
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08-17-2009 18:46
That's not how it works. The script must request permissions but when the script is in an attachment or an object the avatar is sitting on there is no blue box explicitly asking for permission; permission is assumed and transparently granted. But the script still has to ask for and receive permission even though it's all behind the scenes and invisible to the avatar. Here's an example that should be helpful, it starts an animation on attach: http://www.lslwiki.net/lslwiki/wakka.php?wakka=ExampleAnimationBasic
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Designer of sensual, tasteful couple's animations - for residents who take their leisure time seriously.  http://slurl.com/secondlife/Brownlee/203/110/109/ 
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duLuna Bosatsu
OMnomnom nom.
Join date: 4 Nov 2007
Posts: 102
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08-17-2009 23:53
Auuuuuuuuuuuuuugh. You Rawk hardcore! Totally works X33 thank you~~
one thing though, I think it may be an animation error, not sure. XD; the skate-boots I'm making are meant to override the walk and run. I got the walking to be overrided, now copying over the same start/stop settings that are working in walk, aren't working in run. I see the arms swaying as if the animation's going... but it's still the same default leg-run. If the key frames are there for walk, shouldn't they be there for run too? @_@ am I missing something?
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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08-18-2009 02:49
From: duLuna Bosatsu I see the arms swaying as if the animation's going... but it's still the same default leg-run. Animation priority? [Edit: Sorry, that was brain-damaged; let's try that again. Does the script actually stop the default run animation, or just try to play the override one over top of it? If the latter, any joints animated by a default anim and not animated by the override will retain the default motion. I'm pretty sure that priority matters, too: if the joint is animated by a default with a higher priority than the override, then that default motion will continue for that joint. But if one sees *part* of the animation and not other parts, that can't simply be a priority problem, but a difference in which joints are animated. I think.]
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duLuna Bosatsu
OMnomnom nom.
Join date: 4 Nov 2007
Posts: 102
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08-18-2009 03:03
I think that was one of the reasons, it's on 3 and worked after I tried it again XD; but I'll be sure to keep the priorities 4, thanks all lessthenthree
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