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KeyframeMotion PAUSES


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When setting up Keyframemotion for an object along a predetermined path list (waypoints) is it possible to PAUSE and START motion at each of the defined waypoints? Does one use a script to "call" out this PAUSE or is there an ability within the Keyframe system? (say a flag set for each point?)

This has me a bit confused as to meaning selected....deselected:

As with dynamic objects, objects moving using this function are paused when they are selected by an avatar with adequate permissions (object owner, passenger, etc). When such an avatar deselects the object, motion resumes, even if the object had been paused using KFMCMDPAUSE.

If the Keyframe system does not have flag events  i was thinking of using Collision event to trigger PAUSE in motion is this possible?

Thanks

 

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Thanks Dora for the reply. Tried working with collision and the issue is using a non-physical object to start (example a simple box prim moving along a keyframe)  one needs to have a  Physical object (collision) set in order to trigger. Which of course is a pain to deal with. Is to bad that when keyframe coding was setup that at each keyframe (waypoint) a bit could be set that would allow an event to be triggered. Will give the at_target thing a try. My only concern there is looking at the coding will one need to do "math" to establish each targeted "waypoint" to establish when the object is at_target? or can the simple vector setting for each keyframe be used? Thanks again for help. :matte-motes-big-grin:

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You can use the key frames to establish targets
The only thing you must remember is that key frames are listed as relative motions between two positions and targets are absolute region positions

There is no way establishing targets can be any harder than placing prims along a track

:smileysurprised::):smileyvery-happy:

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