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Can we give any action to avatar? OR Can we add any function to context menu?


AsadMAk
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If you are skilled at creating animations, you may create specialized animations to make parts of your avatar move.  If not, you can hire another resident to make them or, if you are lucky, you may find them ready-made in shops (or Marketplace).  

I'm not sure what functions you might want to add and which "context menu" you have in mind. If you are extremely skilled, you can create a new viewer for SL (as Firestorm and several other groups have).  If you have skills as a LSL scripter, you can create a HUD or other scripted attachments to manage some kinds of things for your avatar.  One of the most common HUDs is an Animation Overrider (AO), which is used to manage the animations you decide to make available for your avatar. You can create your own AO, but most people either buy a commercial one from an animation merchant in SL , or use a free one like the AO that is built into the Firestorm viewer.

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Animations, and scripts to run them, can be placed in objects. These objects can be worn (like a pair of boots that give you a sexy walk, or a golf club you swing), or sat on (like poseballs, vehicles that pose you, scripted furniture, etc.) or attached to your screen as a HUD control panel (e.g., an animation overrider or AO).

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@AsadMAk Yes, any action... with some limits.

Kicking a ball is a bit complex... Objects in SL are handled by the world's physics engine, HAVOK. They can be Physical or Phantom and that determines how the engine will handle them. A ball to be kicked must be classed Physical and its attributes like mass set. An avatar can walk into the ball and it will be 'kicked' sort of. Setting an object to Phantom removes it from the engine's cue.

When an animation moves an avatar leg it doesn't "exactly" move the avatar's physical representation within the physics engine. You can see this by using the viewer's Developer menu in the top menu bar (Ctrl-Alt-Q to reveal/hide)->Avatar->Show Collision Skeleton. Play a dance animation while standing near a wall or cube prim set to Physical. You'll see the avatar and its collision skeleton move through the wall. No collision.

You'll find the collision skeleton is not an accurate representation of what is colliding with what. Select Display Agent Target in the same section. Play a dance animation where the avatar moves around a bunch. You'll see the target remains stationary. This is somewhat the representation of what physics engine is using. And it is the representation the physical ball will interact with not the collision skeleton.

The physics engine sees a capsule shaped object for the avatar. You can get a better more specific description in the SL wiki. Long ago that capsule used to be displayed in one of the dev options. For general understanding just think of it as a capsule like medicine capsules made from the two halves of tube each with one rounded end. It fits around the avatar but arms and legs can stick out. Animations often move the visible avatar outside the capsule.

The difference in the two representations is important when using things that depend on prim interaction. So, it is possible to kick a ball and have it respond, it just may not look exactly the way you want it to look.

Context Menu... I am not sure what you mean. In SL we have blue dialog menus and user made HUD's. Both are on screen controls programmable by users. The Top Menu Bar and buttons are features of the viewer and require changes be made in the viewer source code to change them. The viewer is open source. The Lab makes all their viewer code available to users for free. Se we can make our own viewers and a few people do.

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