Difference between revisions of "Talk:Internal Animations"

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(Animation embarrassed)
(added how to find priorities, questioned how to find priorities on specifif bones)
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:The priorities for the built in animations are complicated, each bone has it's own priority. [[User:Strife Onizuka|Strife Onizuka]] 20:42, 4 March 2007 (PST)
:The priorities for the built in animations are complicated, each bone has it's own priority. [[User:Strife Onizuka|Strife Onizuka]] 20:42, 4 March 2007 (PST)
::Well, that's good to know. Another answer is this: press Ctrl-Alt-Shift-D to enable the debug menu and go to Client -> Characters -> Animation Info. This will display the animation name and priority above an avatar's head (or an agent's bounding box, or whatever.) It also shows that some animations (sometimes) automatically play other animations. Like playing express_afraid, listed as priority 2, also triggers express_afraid_emote, priority 1. But back to your statement -- is there an easier way to figure out which bones are affected besides having five whole-body animations of P0-4 and playing each animation over them to see which bones get moved? --[[User:Stickman Ingmann|Stickman Ingmann]] 16:19, 10 December 2007 (PST)


Ok, that makes sense, I guess I should just remove the column then.  Thanks for putting this in the comments section, I'm not used to this wiki software yet. [[User:Fennec Wind|Fennec Wind]] 02:25, 5 March 2007 (PST)
Ok, that makes sense, I guess I should just remove the column then.  Thanks for putting this in the comments section, I'm not used to this wiki software yet. [[User:Fennec Wind|Fennec Wind]] 02:25, 5 March 2007 (PST)

Revision as of 16:19, 10 December 2007

I have not figured out how to get the priority levels for the animations. If someone knows how, please update this list. Descriptions would help as well. Fennec Wind

The priorities for the built in animations are complicated, each bone has it's own priority. Strife Onizuka 20:42, 4 March 2007 (PST)
Well, that's good to know. Another answer is this: press Ctrl-Alt-Shift-D to enable the debug menu and go to Client -> Characters -> Animation Info. This will display the animation name and priority above an avatar's head (or an agent's bounding box, or whatever.) It also shows that some animations (sometimes) automatically play other animations. Like playing express_afraid, listed as priority 2, also triggers express_afraid_emote, priority 1. But back to your statement -- is there an easier way to figure out which bones are affected besides having five whole-body animations of P0-4 and playing each animation over them to see which bones get moved? --Stickman Ingmann 16:19, 10 December 2007 (PST)

Ok, that makes sense, I guess I should just remove the column then. Thanks for putting this in the comments section, I'm not used to this wiki software yet. Fennec Wind 02:25, 5 March 2007 (PST)

Animation embarrassed

It looks like express_embarrassed / express_embarrased_emote does not work for me. There is however a gesture which plays ani:Embarrassed - Bernd Elswit 18:51, 30 April 2007 (PDT)