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Old 05-16-2012, 06:50 PM   #1 (permalink)
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Sitting in the ground

I went out and bought a new AO from a well known maker. It's a huge set, and comes with their own modified ZhaoII with all sorts of bells and whistles, all in all it's a great , albeit expensive item. There is one issue, my ground sits put me in the ground. The makers included 3 different AO's obstensibly to solve the problem, Regular, Short and Tall, but none do for me. I plan on dropping them a note later, but just thought I'd check with you whiz kids and see if there's any insight into this. I've read the notecards several times and I don't think I've missed anything.

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Old 05-16-2012, 06:54 PM   #2 (permalink)
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Explain ta 'em that people under 7' tall are not short. Those under 5' are short.
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Old 05-16-2012, 07:22 PM   #3 (permalink)
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rez the AO to the ground if you can and drag the sits out of the contents (hopefully they are copy) and try them outside of the AO to see where they put you.

If they still put you in the ground or hovering above...the AO maker would need to redo them and lower/raise them in their animator program and re-upload them. If they put you normal where sits belong, then it's something in the scripts they are using to offset the avatar versus how they were uploaded.
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Old 05-16-2012, 08:12 PM   #4 (permalink)
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Another reason I like Oraculs - their short, medium and large actually are all in one ao, and actually seems to work properly [And you just find the one in the set of animations that matches your height when using the built in ao].
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Old 05-16-2012, 08:37 PM   #5 (permalink)
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I use mostly Oracul animations, and the teen animations (medium) suit me very well and I'm roughly 5"11 or maybe a little shorter.
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Old 05-16-2012, 09:13 PM   #6 (permalink)
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The Khamon has been steadily sinking since 1972. Every month he sits and stands a bit lower into the ground mesh. There is no official explanation.
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Old 05-16-2012, 09:22 PM   #7 (permalink)
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1972! ha ha ha autocorrect gets weirder every day. This is what happens when one borrows a mobile device.
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Old 05-16-2012, 09:39 PM   #8 (permalink)
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Quote:
Originally Posted by Misty Harley View Post
rez the AO to the ground if you can and drag the sits out of the contents (hopefully they are copy) and try them outside of the AO to see where they put you.

If they still put you in the ground or hovering above...the AO maker would need to redo them and lower/raise them in their animator program and re-upload them. If they put you normal where sits belong, then it's something in the scripts they are using to offset the avatar versus how they were uploaded.
I tried that and they still gave me that sinking feeling. I'll see what the maker says.
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Old 05-16-2012, 10:02 PM   #9 (permalink)
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Originally Posted by Brenda Connolly View Post
I tried that and they still gave me that sinking feeling. I'll see what the maker says.
Meanwhile you can adjust your Z-Offset when sitting. In Cool VL it is very easy to do since the function is built into the movement controls floater.
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Old 05-16-2012, 10:50 PM   #10 (permalink)
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Quote:
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The Khamon has been steadily sinking since 1972. Every month he sits and stands a bit lower into the ground mesh. There is no official explanation.
Osteoperosis *nods sagely*
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Old 05-17-2012, 12:49 AM   #11 (permalink)
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OT: I purchased the Oracle AO a few weeks ago ane love it. The only thing I can't figure out is how to ground sit with it. Help?
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Old 05-17-2012, 04:22 AM   #12 (permalink)
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I believe that in most viewers, control-alt-s will force a ground sit. Hit it again to stand.
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Old 05-17-2012, 06:24 AM   #13 (permalink)
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Quote:
Originally Posted by Dickie Swansong View Post
Explain ta 'em that people under 7' tall are not short. Those under 5' are short.
Of course then you need to figure out what viewer they use and what "height detectors" they use to figure out if they're actually looking at avatar height at all, or if they're looking at AgentSize instead.
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Old 05-17-2012, 06:46 AM   #14 (permalink)
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Should do that yush, but it's jus' too much trouble... O look a Bunny!
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Old 05-17-2012, 07:21 AM   #15 (permalink)
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To-scale adult avatars will annoyingly be right smack in the middle of Oracul's "Child" and "Teen" sizes. "Child" itself fits the "minimum size shape" shape. My biggest avatars fit "Teen" nicely. I don't have any avatars that work with the "Adult" height animations. They are made for crazy tall avatars.

It's not all about the sit heights, either. Matching is also important to avoid "sliding feet" in stand animations.
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Old 05-18-2012, 03:36 AM   #16 (permalink)
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Quote:
Originally Posted by Aribeth Zelin View Post
Another reason I like Oraculs - their short, medium and large actually are all in one ao, and actually seems to work properly...
What I don't like in Oracul's animations is that in every single animation the neck is locked. This is not only in Oracul's animations, many others have this neck locked thing too.

I find it really annoying. I want the neck to be free. So when I look at something, my head will turn there where I'm looking at. It feels very natural and makes the avatar more responsive to what one is doing. I find it very odd if I chat with somebody, look at their face and my avatar is still staring somewhere else. Grrr... not cool.

For me buying AO animations is pain in the ass as it is very difficult to find good animations with the neck free. I have found some though.

Well, I know there are people who do not like their avatar to reveal where they are looking at. I guess they might like the neck locked animations, perhaps...


PS.
What I find very odd is to see static poses in an AO. Avatars are not statues! My good friend has one static pose in his AO. I try to ignore it, however it often pisses me off. I have not been able to convince him to take it off so far. lol
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Old 05-18-2012, 06:46 AM   #17 (permalink)
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I have a few static poses in my AO. I just cycle through them to eliminate the statue effect. I can see how that can be a problem if the person only uses one animation, though.
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Old 05-18-2012, 08:07 AM   #18 (permalink)
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Meanwhile you can adjust your Z-Offset when sitting. In Cool VL it is very easy to do since the function is built into the movement controls floater.
Is this session specific only, or will it carry over through logins?
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Old 05-18-2012, 08:40 AM   #19 (permalink)
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I, too, wonder just how slick the TPV positioning approach is, for end users.

The reason I'm wondering is because there's coincidentally a very related thread on the scripting forum across the street. Poking around at the problem, I realized that doing something server-side with overlaid animations is not as trivial as I first thought. On the other hand, I have a vague idea for a script that could make it work, at the cost of a L$10 upload per anim and the bother of following some fairly intricate instructions.

It's all hairy enough that I wouldn't try to impose it on anybody if there's an easier viewer-side way that works automatically and across sessions.
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Old 05-18-2012, 09:06 AM   #20 (permalink)
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I don't know if it's any help, but Henri gives instructions (which I must confess I've never tried to follow because it looks a tad complicated) for calculating the appropriate offsets to apply to particular animations when using the RLV @adjustheight command.

As far as I understand it (which isn't that far, it must be said), he's calculating how far, as a proportion of the distance between your hips and the floor, your hip joint must move to have you sitting/kneeling properly on the floor rather than floating above it or sinking into it. From what he says -- and I haven't tried it -- by applying the adjustments he's calculated for the anims he lists, anyone should be able to use them, no matter what their shape or size, and have them playing properly.
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Old 05-18-2012, 09:50 AM   #21 (permalink)
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Quote:
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Meanwhile you can adjust your Z-Offset when sitting. In Cool VL it is very easy to do since the function is built into the movement controls floater.
Is this session specific only, or will it carry over through logins?
It's session specific only.

But if you do adjust the Z-offset by, let's say 0.3m to get your butt and feet out of the ground, your feet will float those 0.3m above the ground when you stand up.
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Old 05-18-2012, 10:37 AM   #22 (permalink)
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I don't know how willing they are or if they even appreciate it, but I've asked creators "could I have this animation with the hip moved up 0.035? I can pay." and I have never been turned down. That is how I "fix" all my animations.

Of course, it helps being able to tell them exactly the decimal you need so they can do it quickly.
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Old 05-18-2012, 10:41 AM   #23 (permalink)
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It's session specific only.

But if you do adjust the Z-offset by, let's say 0.3m to get your butt and feet out of the ground, your feet will float those 0.3m above the ground when you stand up.
Yes, I've seen that. I've sent the CSR a message. We'll see what she says. I'm not going to get too giggity over this, or get involved in any contrived self fixes. I have other ground sits that I can use, these are the least important to me in the collection. I planned on cannibalizing the animations anyway to add to my mishmash collection.
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Old 05-18-2012, 10:42 AM   #24 (permalink)
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I don't know how willing they are or if they even appreciate it, but I've asked creators "could I have this animation with the hip moved up 0.035? I can pay." and I have never been turned down. That is how I "fix" all my animations.

Of course, it helps being able to tell them exactly the decimal you need so they can do it quickly.
That's a thought. According to Henri's offset, it's a difference of 2.0.
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Old 05-18-2012, 10:52 AM   #25 (permalink)
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Keep in mind animation hip offsets use the prim meter (with pinpoint accuracy).

The best way to know the exact offset is to play the animation, rez a phantom prim, and size it with the top/bottom being where it is and where it should be, respectively, and get the prim height. This always works out exactly for me.

No offense to Henri of course, I tend not to trust script calculations when it comes to avatar heights.

A change of 2.0 would be two meters, a huge offset.
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