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Helm Anton

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Everything posted by Helm Anton

  1. Hmmm 1.5 seconds to throw a punch is fairly slow..that would mean 2 punches seen animated every 3 seconds. If the animations are for combat then you may want to speed them up abit. Typicaly my martial animations are around 18 frames for hand stuff and 50 fps. This gives a play time of about 0.36 sec if i remember rightly..and going by some punch animations i have seen, 0.36 is on the slowish side of things but still gives you good detail The first punch animations i ever made were 4 frames at 18 fps..they were hyper fast lol and look like a fit of rage .
  2. Good info, and i have to totaly agree with you on this. As i make animations for weapons and hand to hand combat as well as other rp type animations, all things have to be considered when your wanting to keep lag reduced to as least as possible and amiations are usually over looked in regaurd to this. Thumbs up Med
  3. That programme has some great features for sure. very interesting . Thanx for taking the time to put that up too.
  4. Yes that wpuld be like xmas. Being able to add frames between keyframes would save alot of headaches lol. You can move frames back but not forward without copy /add frames /paste...then move all other frames.... Apart from that Qvam rocks!!
  5. Why do you want to draw and sheath the weapon through a hud for? Why not just use the script in the weapon to draw and sheath through chat gestures? - (Included in the start of the script) - EXAMPLE - integer chat_channel= (your channel here that the weapon will listern to, ...lets say 30) (youd want to make some gestures as below) Gesture to draw , chat = /30 draw / / set gesture trigger F11 gesture to sheath, chat = /30 sheath / / set gesture trigger F12 (For the sword to show and fade on draw sheath you need to set the alpha -) EXAMPLE - listen(integer chan, string name, key id, string msg) { if(llToLower(msg)== "sheath") { llSetLinkAlpha(LINK_SET, 0, ALL_SIDES); (any other action to be taken on sheath) llReleaseControls(); } else if (llToLower(msg)== "draw") { llSetLinkAlpha(LINK_SET, 1, ALL_SIDES); (any other action to be taken on Draw) } } (Rest of script here) That will make the weapon show and fade. if you want to have a sheathed weapon show and fade you use the same as above within that sheath prim excpet its in reverse order. There are other ways of doing this also. Hope that example helps some.
  6. Hi Loki. I do what you trying to do simply by using the OLD sl walk and run animations as default. They will over ride any static animation up to Pri 3 when you move to walk.or run. Set the stance your using in the script to priority 2 on upload, when you walk your AV will be animated by the sl walk, when you stop walking your stance will over ride and play. No scripting or AO over rides needed. All my weapon animation stances and combat scripts function this way and the result is very low lag....0.000009 script time with 20 seconds of hard out melee and a resting time of 0.000001 If you want to met inworld so i can demonstrate it to you thats all good.
  7. Ok im getting this message everytime i log in, my inventory wont load, no groups or friends list and the only sim that rezzes is the one im in, no other surrounding sims will rezz or load. I havent changed anything on my end so i cant fix this. Why is my viewer having to Create the bridge.on every log in. Im using the latest firestorm viewer, but this problem is about 5 days old now and just started happening out of the blue. help please.
  8. The only way I know to do that is to make your stance or animation and set to priority 2 or 3 ( i use 3 as 2 wasnt quite strong enough for me), use the old sl walk priorities. Your stance or animation will play and when you walk the upper body will stay in animation while the lower half is animated by the sl walk Thats how i do all mine for weapon stances.
  9. Thanx for your reply, Yes im aware there are ways of seting joint priorities through the source file, I also know you can set up to pri 6 through this code also, but there seems to be a reverse of any priority set above 4 back to 4...if you set to that pri 5 or 6 something in the sl code wont allow it and basicly your pri 4 wil over ride a animation youe set to 5 or 6 through changing the code line, though this is a good thing IMO, and i wont ever use it as i have no need to. I will how ever try to set the hands to pri 4 to hold fists and see how that pans out. personaly i think the animation options creators have in SL is awesome, but it could be top of the line allowing creators greater flexibility which only enhances peoples experience in SL Thanx again for the info
  10. Thanx for you reply and suggestions on this, i will give it a go and see what happens
  11. thanks for confirming that, what you see in your video is the same problem i and a heap of others were having. i also got confirmation from a AO maker in sl that yes the priority has changed. With the old walk and run the sl walk over ride his pri 2 stands, with the new walk theres no over ride, its a priority change pure and simple. It has nothing to do with weapons scripts or anything else as the amimation stances will lock wether played in or out of a script with the new walks with Pri 0. If the old sL walk pri was 0 then it wouldnt over ride a pri 3 stance, the fact that it does tells me its pri 3 reguardless of what anything else says or any info that states the old walk is pri 0 is simply inaccurate and proven false in practice....though it could be said that the hip and leg joints are set to pri 3 in the old walk as the upper portion of the av wont be animated when you walk..So more accurate to say the hip and leg joint pri has changed in the new walk. As i said using the old walk fixes this locked in stance issue. One other thing i did notice with all the testing ive done is that with the new walk pri 0..some stances or stands will lock all but 1 or 2 limbs when you try to walk so that limp is flapping about lol...not a good look, almost like joint pri over ride which is something i havent seen before and points more to the joint priority change. Could we have the animation uploader updated so that we can set indervidual joint priorities please LL? . that would be like xmas and would get rid of the fists to open palms bug too ...i hope ..
  12. Yes you are right in what your saying about stands walks in AO's. What im saying is the reason the walks are set to Pri 3 were to over ride the OLD sl walk animation, if you walked with pri 2 you had sl walk interferring....now with the new set thats not an issue and walks could be set to pri 1 if you use the new sl walk run animations. The slides have nothing to do with Ao's as i said earlier. They are to do with weapon stances run by scripts in the weapons. With the new anims you slide in stance, with the old ones you dont, problem solved.
  13. Hi im kinda new to scripting. i have made a melee script and it works well. The next step is to get the animations to stop playing with every key stroke. What im trying to do is get an animation to play out fully before another is triggered. IE; left = attack L, but i dont want attackL to fire every time left key is hit until attack L has finnished playing out. I have tried with event times and this helps a little but it delays the attck for that time before the animation starts, this allows say attack R to play abit behind the key stroke and attack L gets abit more play time before attack R over rides it and visa versa. would i use a counter; ? for the timing of X amount of keystorkes against the animation play time (0.36 seconds?).. any help would be great.
  14. Well there are two sets of internal animations now. The new set is the defualt set, it will not over ride even priority 1 animations, therefore they are at priority 0. if you have a stance or stand thats set to prioroty 2 or 3 and you try to walk you will slide locked in that pose, as the sl defualt walk (the new one) is a lower priority..therefore is over riden by the pri 2 or 3 stance, just as a walk in an AO is set to priority 3 and the stands to priority 2 or you wouldnt walk. (the new viewer walk and run is also more animated than the older ones..no more duck walk). The older versions of the SL walk and run are set at a highier priority (3 ), there fore they will over ride a stance or pose set to Pri 2 or 3 allowing you to walk and not slide when you move (Im not talking about AO's here). Your right about not needing priority change as its a new set of animations with lower priority that was the issue , but with these two options you can control what priority sl walks and runs you use to suit. if you dont want any sl walk to over ride any animation then use the new set, if you need the sl walks runs to over ride a pose or stance then use the older set.
  15. Ok found the problem, theres now 2 sets of internal walk and run anims in the new viewers. To use the older set with highier priority you have to go into advanced settings in your veiwer. Debug settings - UseNewWalkRun - set to false. You will have the old walk and run now.
  16. Cerise i owe you one. That was the problem, i had no idea there was another set of internal anims with lower Priority. Ty HEAPS!!
  17. No it has nothing to do with the viewer. 4 different viewers tested now with same result. I even uploaded some priority 1 stance animations and gave them to poeple with different veiwers...all with same result. LL has changed the internal walk and run prioroties and left the internal 180 degree turn set high to over ride all. I wish LL would announce such major changes as it effects everyone who makes animation in SL, and seeing its us animators who give sl its LIFE then alittle communication would be nice. Also who going to pay for all the animations that need to be redone now??? LL??? If sl walk and run priority is set to 0 then stands and stances can be set to 1 , walks to Pri 2, sits to Pri 3 and pri 4 for any other objects animation to over ride active AO's. pity its come so late with so many creators already set the animations to over ride sl walk and run when it was set to pri 2-3. Can someone from LL please confirm this priority change.
  18. Yes its odd that the 180 internal anim still over rides all when the walk and run are seen to be set to 0 pri now. Ive had a look at other anims ive made and when i walk with them, a lower leg will try to animate as though walking..looks really weird because it just the lower leg of one leg, almost like limb priority over ride...which is even odder lol. First time i have seen animations behave this way when i have made no changes to them. Aggh yes the no Ao's in combat came about because some AO animations over ride the meter ones...skills such as stun wont stun you if your AO is active, thats the main reason why we have the no AO in combat rule, its seen as an exploit.
  19. I wish that were the case. But i had it verified by more then 1 person. There is some thing that has changed with the sl walk and run animation priorities. Im in a sim were your not allowed Ao's in combat..so the weapon animation stances are at a priority that allows sl walk to over ride when moving, but i see everyone sliding now, and so do they.
  20. Thnx for verifying that. Ive made a jira about it. hopefully get some answers soon. But im thinking, if they have lowered SL internal walk and run to 0 priority, then its not all bad. Stands and stances can be loaded at pri 1..walks pri2...object sits etc at pri 3 and any other object animation to over ride Ao's at pri 4, pity its come so late if this is the case. Wouldnt be so bad if i was making weapons and scripts for a sim that allowed AO's in combat, but they dont allow it, Your only allowed standard sl walk and run, jump when moving about in combat, so the stance animations must allow it to over ride or you slide lol, maybe i add ice skates and roller blades with my stuff now . Only other way i can get around it is to make the scripts stop the stance animation when left mouse button is released and trigger the stance again when left mouse pressed and held. Just more scripting and added lag though......stopping the animation and reloading again and again... I hope its a bug..
  21. What the hell has happened to SL animation priorities?? A priority 1 animation stance locks and wont let sl internal walk or run over ride it? This happened about a week ago when i noticed my priority 3 stances stopped allowing normal sl walk to over ride them when i move, now they all just slide locked in stance, i tried uploading at priority 1 and same thing o.O has LL changed the internal sl walk and run prioroties to 0?
  22. Ok something weird is going on, not even priority 1 stance anims will allow normal sl walk or run to over ride...as i said earlier my Pri 3 anims would allow it to over ride but dont now...has LL lowered the priority on the internal sl walk and run anims???. Cos if they have then this is crazy.
  23. Thanx again for you reply, i think i will change the stance hand pose to relaxed and leave the rest with closed fist, that should work with any luck. One other thing i have just noticed..is that at priority 3 my stance anims would allow normal sl walk and run to over ride them, this is what i wanted so your not sliding along the ground locked in that pose, but now for some reason even priority 2 anims stances wont allow normal sl walk to over ride them ?????. Thing is up until about a week ago all my prioroty 3 stances allowed normal sl walk and run to over ride, not now...sighs.
  24. Thanx for your reply. yes i know what you mean by the T frame showing through one anim to another, i got that when I punch the return to stance, i changed the stance alittle and that seemed to help alot...shrugs. But yes i made the punching anims priority 4 so to try and sholve the fists to open palms prob. What you said about the bugs makes sense too. So basicly we got to live with fists to open palms....unless we get priority 5 or they fix the T pose over ride inworld, that would stop it as well. Fingers crossed :0
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