Jump to content
Sign in to follow this  
Lexie Linden

Creating hug animations

Recommended Posts

To create an interactive hug, kiss, slap, or whatever, you will need to use what is commonly called a hug script. This script is readily available at many freebie script places. The script, itself, will pull 2 people together into a common range to execute the animations.

Hug type of animations should generally be uploaded as priority 4, and should be at least 5 seconds long, preferably longer. Most of the time, depending on who created the hug script, the animator will need to offset the animations for each avatar to be close enough to each other. The positioning of an avatar is controlled by the relationship of the Tframe and the positioning setting or hip translate, or body position. Sorry, but it seems almost every program names this part differently.

For those starting out and for those more experienced, qavimator allows you to have 2 models in a scene to fine tune the interaction. Do remember, that every person in SL is a unique size and shape, so you will either have to create for the most common sizes, or make an animation for every size and shape of an avatar. I have also seen script that move the position of the avatars to fit better, but 1 of the 2 people will either be floating above the ground, or their feet in the ground. Take your pick, lol. Maybe mesh will make this better, but it will always kinda be an issue.

Good luck!:smileyhappy:

Share this post


Link to post
Share on other sites

Yes, it has always been and, most likely, will always be an issue, the various height levels of individual Avatars.  The "priority" of a hug animation does not have to be 4 though.  Hug animations are usually triggered, versus continual running/looped animations typically found in AOs. Users can either put the animation into a poseball, or "wear" it, as it's most often found Inworld, as an attachment, scripted to activate when worn.  I'd suggest it run longer than 5 seconds as well.

Animators can create/upload different height variations, as opposed to just taking your pick.  Just adjust the "hip" joint height, typically no more than +5 / -5 (QAvimator) (Position Y)  Then you can offer to the public the different heights, as most now see anyway.

Enjoy All!

heatherr Noel

ANIMATIONS ROLEPLAY SHOP ~

HOME OF ALWAYS FREE ANIMATIONS AND MORE!

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...