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Bradley Davids
Registered User
Join date: 15 Oct 2006
Posts: 2
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10-15-2006 10:14
Assuming this is possible, how can you pre-determine exacly where, on an object, an avatar will appear when using the "sit on " action. usefull for a chair a vehicle's seat or similar objects for instance ? Also, is it possible to modify the position of the limbs once the person is seated ? (Perhaps spreading one's legs in order to sit on a bike) I'm quite new so don't spare the details  thanks! - Bradley
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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10-15-2006 13:10
The way you do this is by placing a pose ball script and a pose animation inside the prim they are to sit on. Or better yet, link a pose ball for that type of sit to the seat, which allows the end user to adjust the exact positioning to fit their avatar better.
For example, I sell a simple one-prim kneeling cushion. In it is a free pose ball script that I modified, and a sit animation for someone sitting on their knees, in Japanese fashion. I had to adjust the variables in the script so an average-sized avatar would be properly positioned when they use the cushion.
But if a very small or very large avatar uses it, they extend down into the cushion, or float a bit above it. Because the script is inside the cushion, the only way to adjust this is to locate the appropriate variable in the script and adjust the coordinates slightly. If the cushion used a seperate pose ball, the end user could edit linked parts and move the pose ball slightly. Easier to adjust, but then it takes twice as many prims!
There are a lot of free, copyable sit animations available in-world. But if what you want does not exist, or at least you can't find what you seek, you would have to use an external application like Poser or DAZ|Studio to create a .BVH file for the pose or animation. You can not (yet) create animations in-world, though I have heard a future release will allow that.
Once they are on the seat, animations can be scripted to be replaced with other animations, which would allow you to change the arm pose, or do other changes. But there is no rational way at this time to easily keep thge avatar's hands on the handle bars of a motorcycle as it turns, or to do similar animations that react to player input.
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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10-19-2006 02:54
From: Ceera Murakami [...snip...]But there is no rational way at this time to easily keep thge avatar's hands on the handle bars of a motorcycle as it turns, or to do similar animations that react to player input. ... well, except AO-like scripting, which samples the AV's animation state (and/or control input) and overrides with another animation appropriate to the activity (e.g., swimming or, perhaps, motorcycle racing). But it's best to repress all memory of such techniques because AOs cause lag directly proportional to their effectiveness (sampling rate), and because this whole mess will be obsolete once the Lindens grace us with the scripting side of Physical Avatar. (Which will be in their best interest, given that so much of the grid's computing capacity is devoted to running bad AOs on n00bs-- when it's not llListen()ing for somebody to chat "bling off" on channel 0. *blinks*)
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