littlepinkpie Posted November 24, 2017 Share Posted November 24, 2017 Hello, I noticed that opencollar has the ability to change your hover height under Animation->Pose menu using the arrows up/down. For that I searched lsl scripting to see how this can be done, but nothing that I have found. Could someone tell me how can this be achieved? Thank you. Link to comment Share on other sites More sharing options...
Innula Zenovka Posted November 24, 2017 Share Posted November 24, 2017 As I recall, OC has a number of looping animations which vary your hover height. Using that option plays the appropriate one and then other animations are layered over it. It was introduced as a workaround for the fact we used not to have the option of adjusting hover height in the viewer. Now that's available, I would change my viewer settings rather than use a scripted solution. Link to comment Share on other sites More sharing options...
littlepinkpie Posted November 24, 2017 Author Share Posted November 24, 2017 Could you please explain in details about these looping animations? How can the animation that I own and have put it in the collar been adjusted up and down? Link to comment Share on other sites More sharing options...
Innula Zenovka Posted November 24, 2017 Share Posted November 24, 2017 (edited) The system as originally introduced included a number of high-priority animations included in the collar whose only function was to vary the avatar's z offset from the ground. That's all the animations did. When the system was properly set up, when the collar received an instruction to start playing an animation for which you had specified there should be an offset (Nadu, for the sake of example), it would trigger not only Nadu but also the animation you'd specified to vary the z offset. This over-rode whatever z offset was specified by the Nadu animation, with the result you appear to be at the correct offset from the floor. So it's not adjusting the animation you've put in the collar. It's layering one of its own animations over your animation to over-ride the z offset. I've not looked at OC recently but that's certainly how it used to work. Edited November 24, 2017 by Innula Zenovka Link to comment Share on other sites More sharing options...
littlepinkpie Posted November 24, 2017 Author Share Posted November 24, 2017 (edited) So in other words, the way I understand, it plays 2 animations at the same time, right? Edited November 24, 2017 by littlepinkpie Link to comment Share on other sites More sharing options...
Rolig Loon Posted November 24, 2017 Share Posted November 24, 2017 Yes. Exactly the same way that many drink animations or animations for, say, holding a pocketbook do it. It's a decent approach in those applications. I can't see a particularly good reason for using it today for hover height, though. As Innula said, it's much easier to set your hover height manually now than it was in the old days, so we don't need awkward scripty workarounds. Link to comment Share on other sites More sharing options...
Innula Zenovka Posted November 24, 2017 Share Posted November 24, 2017 1 hour ago, littlepinkpie said: So in other words, the way I understand, it plays 2 animations at the same time, right? Exactly so. Link to comment Share on other sites More sharing options...
littlepinkpie Posted November 24, 2017 Author Share Posted November 24, 2017 Thank you both. I use to switch ready made outfits much frequently, for that I find it much harder to adjust my hover height through the viewer. Link to comment Share on other sites More sharing options...
Innula Zenovka Posted November 24, 2017 Share Posted November 24, 2017 I could well be mistaken, but I thought that hover height is an attribute of the body shape you're wearing. If that is the case, then couldn't you save a different shape as part of each outfit, set to the appropriate hover height for that outfit? Worth a try, at least. 1 Link to comment Share on other sites More sharing options...
littlepinkpie Posted November 24, 2017 Author Share Posted November 24, 2017 Its about heel shoes Link to comment Share on other sites More sharing options...
KT Kingsley Posted November 24, 2017 Share Posted November 24, 2017 (edited) There is also a debug setting, AvatarHoverOffsetZ, that appears to work independently of the hover setting in your shape. The Firestorm viewer has a Hover Height slider in its Quick Preferences floater by default. And there's an RLV command, @adjustheight:n=force, that you can use from a script. Edited November 24, 2017 by KT Kingsley Link to comment Share on other sites More sharing options...
littlepinkpie Posted November 24, 2017 Author Share Posted November 24, 2017 Any example for this command? Link to comment Share on other sites More sharing options...
KT Kingsley Posted November 24, 2017 Share Posted November 24, 2017 (edited) You could try something like this: default { attach (key id) { if (id) llOwnerSay ("@adjustheight:1.0=force"); else llOwnerSay ("@adjustheight:0=force"); } } which adds a hover of "1.0" when the object carrying the script is worn, and resets it to 0 when it's removed. Actually, the parameters for @adjustheight are more involved than I've shown here, but for myself, in practice, I've just trial-and-errored a single value parameter that works (I'm a very lazy scripter). A value of 1.0, without any other parameters appears the set a hover height of 0.1m. See http://wiki.secondlife.com/wiki/LSL_Protocol/RestrainedLoveAPI#Movement for more info (and this links to http://sldev.free.fr/forum/viewtopic.php?f=7&t=447 for even more detail). Note that not all RLV enabled viewers support this function, though Firestorm does. Edited November 24, 2017 by KT Kingsley Link to comment Share on other sites More sharing options...
littlepinkpie Posted November 24, 2017 Author Share Posted November 24, 2017 Thank you. I think this is going to do the job. Link to comment Share on other sites More sharing options...
Rolig Loon Posted November 24, 2017 Share Posted November 24, 2017 Just to be sure that you understand.... You must have RLV enabled if you plan to use that approach, which means you must be using a viewer that supports it. Firestorm does. The standard LL viewer does not. Link to comment Share on other sites More sharing options...
angeoco Posted November 24, 2017 Share Posted November 24, 2017 If it's just for shoes, then you can use a shoe base to set your height off the ground. Get any shoe base and change its height and wear it. 1 Link to comment Share on other sites More sharing options...
littlepinkpie Posted November 25, 2017 Author Share Posted November 25, 2017 Rolig yes this is correct. Angeoco, many shoes have long platform so the shoe base cant do the job. Link to comment Share on other sites More sharing options...
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