Aislin Ceawlin Posted March 5, 2014 Share Posted March 5, 2014 I'm sure I've seen this question asked, but for the life of me, I can't find it. How do you set the priority of an AO? I'm assuming it has to be mod, but not sure where to do this! Any help would be hugely appreciated! Edited for typo Link to comment Share on other sites More sharing options...
Freya Mokusei Posted March 5, 2014 Share Posted March 5, 2014 An animation? Prior to uploading it to the Second Life Asset Server. Once uploaded, the priority of the animation asset is fixed. Re-upload must be done to produce a different priority. It's not possible to configure animation priority within a scripted animation override (AO) or within the viewer interface after upload, regardless of permissions or ownership. Link to comment Share on other sites More sharing options...
wesleytron Posted March 5, 2014 Share Posted March 5, 2014 As I understand it (though I'm no expert), the prority is set within each of the individual animations and not the AO itself... so the prority cannot be set in the AO. Whether an individual animation being mod is enough to let you change its prority, I wouldn't know. EDIT: Freya just answered that! Link to comment Share on other sites More sharing options...
Aislin Ceawlin Posted March 5, 2014 Author Share Posted March 5, 2014 AHHH! Thank you!!! Link to comment Share on other sites More sharing options...
Freya Mokusei Posted March 5, 2014 Share Posted March 5, 2014 Ya welcome. Link to comment Share on other sites More sharing options...
Aislin Ceawlin Posted March 5, 2014 Author Share Posted March 5, 2014 I actually just remembered that I can load them into the AO button in Firestorm....after much aggrivation...lol! (facepalm) Link to comment Share on other sites More sharing options...
Innula Zenovka Posted March 5, 2014 Share Posted March 5, 2014 Aislin Ceawlin wrote: I actually just remembered that I can load them into the AO button in Firestorm....after much aggrivation...lol! (facepalm) That's not going to change their priority, of course. That can only be set when the file is imported to SL from your computer. Link to comment Share on other sites More sharing options...
Chic Aeon Posted March 5, 2014 Share Posted March 5, 2014 As a side note, I have found that there are plenty of animations (mostly of the free variety but not all) that were uploaded with "incorrect" priorities. So for example you need to turn your AO off (hud or integrated) in order for them to work. There are also some AOs that have priority 4 (highest) settings so that furniture will not work (even those with Priority 4 settings) without turning off your AO. THEN there is that odd thing when you look fine to yourself and other folks see you in the middle of the chair. Still not sure how that comes about. Some animation shops tell you what priority the pose or animation is set at. Not many that I have found though. Link to comment Share on other sites More sharing options...
Aislin Ceawlin Posted March 6, 2014 Author Share Posted March 6, 2014 I added everything to the Firestorm AO button, and all is working beautifully! Link to comment Share on other sites More sharing options...
Winterharte Posted October 5, 2019 Share Posted October 5, 2019 Does it work with furniture? I really need that. Link to comment Share on other sites More sharing options...
Pussycat Catnap Posted October 6, 2019 Share Posted October 6, 2019 On 10/5/2019 at 12:30 PM, Winterharte said: Does it work with furniture? I really need that. 99% of furniture in SL will run it's own animations. I have made a script to have a piece of furniture use your sit animations. This DOES mean that it has no awareness of how high or low your sit animation hovers you... Place this into an unscripted piece of furniture then adjust the values in the llSitTarget and LLEuler2Rot lines... default { state_entry() { llSetClickAction(CLICK_ACTION_SIT); llSetSitText("Buckle Up"); llSitTarget(<0.0, 0.3, 0.52>, llEuler2Rot(<0,0,90>*DEG_TO_RAD)); //HFR, HFF, HFU // HFS , HFB, HFU llSetCameraEyeOffset(<0.0, 0.0, 0>); llSetCameraAtOffset(<0.0, 0.0, 0.0>); } changed(integer change) { if (CHANGED_LINK) { key agent = llAvatarOnSitTarget(); if(agent != NULL_KEY) { if (agent) { } else { llUnSit(agent); } } } } touch_start(integer times) { key agent = llAvatarOnSitTarget(); if(agent != NULL_KEY) { llUnSit(agent); } } } Other than that - furniture will always use the animations built into it rather than your own. You CAN also add your animations to a piece a scripted furniture using it's system... and for an advanced user the AVSitter furniture system is open source: https://avsitter.github.io/ - Most furniture in SL uses this system. Link to comment Share on other sites More sharing options...
Wulfie Reanimator Posted October 7, 2019 Share Posted October 7, 2019 changed(integer change) { if (CHANGED_LINK) { key agent = llAvatarOnSitTarget(); if(agent == NULL_KEY) { llUnSit(agent); } } } @Pussycat Catnap Link to comment Share on other sites More sharing options...
Nalates Urriah Posted October 12, 2019 Share Posted October 12, 2019 On 3/5/2014 at 11:56 AM, Chic Aeon said: THEN there is that odd thing when you look fine to yourself and other folks see you in the middle of the chair. Still not sure how that comes about. This is one of those time-issue things... If they are looking away, you are out of their field of view, when you sit or whatever animation starts the position information doesn't get sent to them. When they look at you later the animation ID is given to them and they see the animation or pose. But, without the position info, things just aren't right. They can resolve the problem by right-clicking you and selecting reset animations. Sometimes pressing Ctrl-S (animation resync) will do the trick. So, obviously your need to dress so they NEVER take their eyes off you... 😎 Link to comment Share on other sites More sharing options...
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