This could probably really be relieved by stopping standing from flinging the avatar. However, I suspect this is
entangled a little with other changes (e.g. offsetting all sits from a root prim rather than child prims) which are
better made first.
On 07/05/13 06:14, InuYasha Meiji wrote:
Dear Justin and the Team;
I am not even sure how possible this would be, because, I don't know if the
client is to blame, or basic old SL
disfunction.
I have been bulding many things on my grid, including a boat where the mopst
aanoying thing happens. I also build a
bridge that does the same thing because I added animated poses to the rails.
Many sitable items have this issue, but
those are the most annoying by far. When I use the usual lllsittarget commands
if I then use the onscreen button to
unsit the object flings you high into the sky. Only on boats and bridges does
this result in an even more annoying
thing,. This will toss you right out of an emmersive environment, You can
imagine how had it is to get back into the
scene or character after unsit throws your Avatar high into the sky and into
the water. We have all seen this before I
know. What I am not sure of is, what am I fighting here? Bad functionality of
sit target, or how the client unsits a
person? Could the addition of a new form of sittarget be replaced or augmented
by a sort of OSSittaarget be used to
cure this? Maybe this is our chance to cure this mess in opensim. Might I
even venture to add a OSStandtarget that
will let a user unsit and turn to face a direction and place the sitter near
the ground next to, or where ever a
scripter chooses, without the initial fling?
I have a Japanese kneeling animation I made from scratch. Used it as a
gesture. It don't use sit target. As a gesture
I set it to start if I want to sit in a home or outside and look good doing it.
Unlike most animations that you see it
moves the legs and body in a slow movement to get down on the floor or ground.
Most poses just stick you down, like a
bean bag being dropped with what I can imagine would be a loud smack as you hit
the floor, and sticks a user in a
kneeling position. This animation is animated on a loop, then eventually ends
in another slowly getting back up. I
wasn't lazy about this animation. I have some more adjusting before it is
perfect, but slowly gets a person back into a
standing pose by adjusting fet and legs to move you up. It don't just spring a
person off the ground. I uploaded this
with a small loop within. I made the loop start once the avatar is sitting down
then loops back to that point before the
avatar starts to stand. So, now I have an endless loop of movements and hand
gestures and rocking a big until you hit
the button combo to stand back up. That gesture simply ends the animation.
Using that method produces a complete and
last loop and stands the avatar back into position to walk away.
In my case CTRL-F12 knels and SHIFT-F12 stands. It is easy to remember and
works smooth. I was hoping to use that same
animation for a tea room with zabuton. A zabuton is generally a pad used by
the Japanese and other Asian cultures to
sit more comfortably on the floor. I added a simple sit script to the zabuton
with my animation. The animation starts
just fine. Other then the flaw also I blame SL for. Some reason the animation
are thrown way off by different hights.
I will get to that in a moment. As I was saying it starts out fine. My avatar
is all down mice and slow. Once down it
does its loop as expected. Another friend can come sit acros the table on the
other side. Later when we are done
talking, I hit the button to get up slowly as expected and I am flung into the
rafters. Then I ended up standing, and
facing the direction of the camera, on top of the zabuton, back in the kneeling
position. At that point then it
continued getting up slowly. It would have been perfect if I didn't make that
giant leap and turn before I finished the
animation.
I have had the opportunity to be told the hows and whys on some reasons it does
this. Someone told me once it was to
prevent avatars from getting stuck within items once they stand. MY responce
to them is not if you're a decent enough
scripter and also choose to stand in a targeted posiion that is not inside the
object you just stood up on. We should
have that chance.
I think if possible this might be a chance to fix all that in Opensim code.
That is if it isn't all the fault of the
client side unsit command.
As for height effecting sit position: It would be nice if SL and Opensim
allowed scripters to add some code to not only
check for permissions before sitting, but allow a bit more coding like the
ability to do a avatar height check before
setting a sit target position. In this way giants who try to sit on objects
that would, otherwise, poke the heads of
"Too Tall" a mesage about being to tall to sit here. This could be used to
lower shorter avatar to have the sit target
moved down before sitting on the object to prevent massive hovering.
I am sorry if this sounds like a rant about a long time messed up sit problem.
WelI, it could be taken that way as I
type this at after 1am my local time.. ;)
I was thinking this would be a great improvement over how SL does things, if
this was delt with. I always assumed the
Opensim project would be an improvment on SL, this would be a huge step in that
direction.
Always your friend, I always am amazed at what the team has accomplished so
far.
I appreciate it to no end. Believe me this project has given me something to
do with my life.
It gives me something to do when I am not to sick and useless.
nuYasha
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Justin Clark-Casey (justincc)
OSVW Consulting
http://justincc.org
http://twitter.com/justincc
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