[Opensim-users] Feature request. OSStandtarget?
Melanie
melanie at t-data.com
Thu May 9 21:45:26 UTC 2013
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
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>
>
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