The flinging is because of bad ODE interpenetration management. Maybe Bullet can improve it.
Melanie On 09/05/2013 23:09, Justin Clark-Casey wrote: > 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 >> _______________________________________________ >> Opensim-users mailing list >> [email protected] >> https://lists.berlios.de/mailman/listinfo/opensim-users >> > > _______________________________________________ Opensim-users mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-users
