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Avi doesnt line up correctly when dancing


willowravenwood2387
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So I club a lot in second life and my friend screen shared with me that our avi's were lined up perfectly. Save ...... On mine we were out of alignment. I am turned a different way than she it and if either of us move to correct it on the óthers computer we are out of alignment. What is causing this and how do I fix it?

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It isn't a sync issue. It is an Avi orientation thing. Basically on her screen were look like we are lined up (our avi's are faced and angled the same not moving. The sync is fine) but on my I am turned the wrong way. Then when I fix it on her screen I turn wrong. The animations are prefect. It is our avi's placement that is wrong. 

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3 minutes ago, Lucia Nightfire said:

SL uses a +/- 15 degree "buffer" with its avatar rotation while standing.

Your visual rotation can be anywhere within this range.

This buffer doesn't exist when sitting.

If Willow is having difficulties with a couples dance, wouldn't that imply she's "sitting"?

@willowravenwood2387, is this a couple's dance you're having trouble with?

ETA: Willow's statement " if either of us move to correct it on the óthers computer we are out of alignment" suggests she's talking about two independent dances, which would make your explanation seem plausible, Lucia.

Edited by Madelaine McMasters
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1 hour ago, Madelaine McMasters said:

If Willow is having difficulties with a couples dance, wouldn't that imply she's "sitting"?

@willowravenwood2387, is this a couple's dance you're having trouble with?

Many group dance apps don't use poseballs.

She also showed a pic that looked like both parties were just standing around.

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2 minutes ago, willowravenwood2387 said:

It is dance huds I use. But that isn't the issue it is just my position. It looks right on someone else's screen but not mine. 

Because we stopped all animations and aos to show the difference in position. Better our screens. I looked fine on hers and in alignment, but on mine I looked turned to the right. 

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1 hour ago, willowravenwood2387 said:

Is there a way to fix this or do I just leave it as is? It hasn't ever been an issue before. 

That buffer has been a thing since the beginning of SL.

I knew I underestimated it, though. It's actually +/30 degrees.

Here is a script I put together just now that "should" show what the buffered rotation is between when you use controls to attempt to turn your avatar and when it actually begins turning:

rotation start_rot;
integer start_input;
default
{
    state_entry()
    {
        llRequestPermissions(llGetOwner(),!!llGetAttached() * PERMISSION_TAKE_CONTROLS);
    }
    attach(key k)
    {
        if (k)
        {
            if (llGetPermissions() != PERMISSION_TAKE_CONTROLS)
            {
                llOwnerSay("requesting controls perms...");
                llRequestPermissions(llGetOwner(),PERMISSION_TAKE_CONTROLS);
            }
        }
    }
    touch_end(integer i)
    {
        if (llGetAttached() && (llDetectedKey(0) == llGetOwner()))
        {
            if (llGetPermissions() != PERMISSION_TAKE_CONTROLS)
            {
                llOwnerSay("requesting controls perms...");
                llRequestPermissions(llGetOwner(),PERMISSION_TAKE_CONTROLS);
            }
        }
    }
    run_time_permissions(integer i)
    {
        if (i)
        {
            llOwnerSay("Taking controls...");
            llTakeControls(0x06000300,TRUE,TRUE);
        }
    }
    control(key name, integer levels, integer edges)
    {
        rotation gr = llGetRootRotation();
        if (llGetAttached())
        {
            if ((levels == CONTROL_ROT_LEFT) || (levels == CONTROL_ROT_RIGHT))
            {
                if (edges == levels)
                {
                    start_input = levels;
                    start_rot = gr;
                }
                return;
            }
            if ((levels == 0x02000100) && (edges == 0x02000000) && (start_input == CONTROL_ROT_LEFT))
            {
                llOwnerSay("Buffered Degrees: " + (string)(llAngleBetween(start_rot,gr) * RAD_TO_DEG));
                return;
            }
            if ((levels == 0x04000200) && (edges == 0x04000000) && (start_input == CONTROL_ROT_RIGHT))
            {
                llOwnerSay("Buffered Degrees: " + (string)(llAngleBetween(start_rot,gr) * RAD_TO_DEG));
                return;
            }
            start_input = 0;
        }
    }
}

Drop this script in an HUD or attachment.

The above code shows that when you use turning controls the server says your rotation is changing even when your avatar isn't visibly rotating yet.

It might not be easy to see though since you are also moving your camera. If you lock your camera angle you can see the effect better.

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Animations  always run client-side, which means that each person sees what her own computer's graphics card wants her to see.  There's no guarantee that any two people will  see exactly the same thing, especially once you factor in differences in hardware and Internet quality.

Edited by Rolig Loon
typos. as always.
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Lucia has it right.

Avatars that are standing can vary which direction they are facing, so two viewers will see two different things. The problem will carry over to ground-sitting for example.

There isn't a permanent fix for it, it's just a quirk of how information is transferred between viewers, but it can be "corrected" by walking forward a short distance (a short "step" is generally enough, as long as you walk straight).

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