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Aragorn Schism

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  1. Thank you all for responding. The issue has been resolved. For the curious, included in the animations in my AV build was an animation appropriately called sit. Whoever assembled this animation used the Linden Labs internal sitting animation, sit* - 4. Inside of an AV build this animation was always active and being a Level 4, was overriding many of the other animations in the build. Once this animation was deleted, everything worked fine.
  2. Thank you very much RohanaRaven Zerbino. Everything you say is correct and that animation view confirms what I have suspected. Trying to be brief, here is what I know so far I build a cube and I sit on that cube. This activates “sit* - 4” animation which is the Linden Labs internal sitting animation Level 4. This animation is I think a waist down only animation. I ran some tests and I think that is accurate. This animation is overriding my standing animation which is Level 3. It all makes perfect sense. From a practical point of view AVSitter is a widely used set of scripts, hundreds of developers use it. Working with my friend, we have used the exact same scripts and the exact same animation and we are getting different results. My best guess to explain this is as follows: You need to place the scripts and animations inside some “thing” that exists in world. I am deliberately using the word thing here because I am not sure of the precise terminology. Reading the different instructions/tutorials for AVSitter, I have seen the words prim, object and furniture used. When I sit on my friends AVSitter build, it does not activate the sit* - 4 animation. When I sit on furniture built by other creators, they do not activate the sit* - 4 animation. When I sit on my AVSitter build, the sit* - 4 animation is activated. Logically I need to find a thing into which I can place the scripts and animations where when I sit on it, the sit* - 4 Linden Labs animation does not get activated. I am sure it is very simple but I have no idea how to proceed.
  3. Thank you all for your replies: Love Zhaoying: Yes, I agree, there is a higher priority animation running as I comment on below. Zalificent Corvinus: Yes, correct, just what I think is happening. Emma Krokus: I have tried it in different sims and get the same results. As you suggest, I will most likely strip all the scripts and animations out of the objects I created and move them to some piece of old furniture. It is not my avatar, I have had 4 different avatars try and the results are consistent. Chic Aeon: You are correct on the first animation used when sitting. I intentionally made that a simple standing animation for both sitters and for both it shows them sitting when they should be standing. With respect to the viewer, I have not update Firestorm and everything else works fine. What I did do was “build” a cube. When I sit on the cube, my legs assume a sitting position. This sitting position, at least the hips legs and knees, is exactly the sitting position I am getting with my AVSitter build. That said, there must be a default sitting animation in any cube you build. It is not listed and I do not know how to turn it off. From a curiosity point of view, I would like to know how it works. From a practical point of view, I do not want to spend time fighting with it. I will as I said above just move the scripts and animations to some old furniture and try again.
  4. I am moving a number of animations to AVSitter2. Many of the animations are quite old which may be pertinent. For a majority of the poses, everything is working fine. For a significant minority, the following is happening: It appears that the animations in the notecard are working fine from the waist up. The hips and legs are stuck in a sitting position. If I open the animations in the AVsitter prim and play them in world they work correctly. My friend has the same animations and uses AVsitter2 and his animations play correctly. I have all AO’s turned off. I see in the AVsitter documentation a section on AVhipfix animation. I have used the hipfix and it does not solve the problem. I had a friend or two come over and the result is the same for different avatars. Restating the issue: For a number of animations in the sitter, the hips and legs are in a sitting position regardless of the animation being played. As background, I created prims from scratch and linked them. I have the correct number of prims for AVsitter to work. When you sit on an object with AVsitter, it plays a default animation. My default animation is a standing pose. I have an animation killer and I have done the following: Doing nothing but sitting on the prim, my upper body is in the correct position but my legs are in a sitting position ( I should be in a standing position). First test: Once seated, I wear the animation killer and it kills the animations. Then I change poses and go back to the default pose and my legs are in the correct position, I am standing. Second Test: Before sitting I wear the animation killer, it kills all animations. Then I sit on the prim. My legs are in a sitting position but I should be standing. My best guess is by sitting on the prim, it is activating some default pose where my legs are in a sitting position and the animations, some of which are old, are being overridden. Given AVSitter2 is widely used, my thinking is the prims I med from scratch are to blame. I could strip everything out of the prims and put it into some old furniture but thought I would ask here first. Thanks for your time. I have already asked in the in game help chat for AVSitter.
  5. I was going to ask a question about llPushObject but let me describe the objective first, in case my understanding or approach is incorrect: The components involved are: an avatar, an animation, an object and a moving object. The object (call it a sofa) includes an xPose engine which uses pose balls. The animation poses the avatar so that it looks correct, sitting on the sofa. The moving object (call it a sofa cushion) will move up and down and is not linked to the sofa. Now, the objective is to have the moving sofa cushion cause the avatar to bounce and taking advantage of physics (gravity), land back on the sofa in the same location. Then the cycle will be repeated, so the avatars starting position prior to “push” should be constant. Before I spend time trying to use llPush am I correct in the following: I can add the animation to the sofa and use xPose to rez a pose ball for the avatar to sit on. My understanding is once seated the avatar will not be effected by the llPushObject of the sofa cushion. Also normal physics is shut off because the avatar is on a pose ball. ((anti griefing measures, I believe.) Is my understanding correct? If not, I will give llPushObject a try and see how it goes. If correct, what approach would be viable? Along those lines, I can easily find in the wiki.secondlife.com a concise description of llPushObject. Where is a good place to find a lot more examples and detail? Thanks
  6. I have purchased a Tellaq mesh avatar. Very pleased, everything looks good till I get to clothing. I am not talking about mesh clothing. I want to apply clothing (texture) to the clothing layer that comes with the avatar. Unfortunately, there are no instructions. I have a good understanding about applying textures and uuid's. I have no problem applying clothing using Omega appliers but it appears Tellaq does not work with Omega. So my question is very specific to Tellaq. How do you put clothing on the clothing layer? Such a simple concept!
  7. There was at one point a place called animation warehouse where free animations were available. My intent is not to infringe on any copyrights. Is there a central location where free animations are available? Thanks
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