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Old 06-24-2014, 08:42 AM   #1 (permalink)
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I just requested the ability to let avatars hug each other in Second Life.

"Avatar-to-Avatar Gestures with Proper Avatar Lineup"

https://jira.secondlife.com/browse/BUG-6467

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How would you like the feature to work?

I would like to see a new kind of SL gesture that offers to animate one other person. This gesture would be capable of playing animations on both you and the target. Gesture chat would still be restricted to only the owner of the gesture. If the target declines, no gesture is played.
In addition it would line the two avatars up perfectly, in both position and rotation, so that the animations will always look exactly as intended.
Use case: a simple hug. Currently, these can go very wrong with avatars phasing though each other, and the lineup and rotation is almost always wrong, even with scripted assistence.

Why is this feature important to you? How would it benefit the community?

Avatar to avatar interaction is something that can be very special in Second Life, but unfortunately it is currently very limited and hard to make look right. I believe this would seriously help.
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Old 06-24-2014, 08:46 AM   #2 (permalink)
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Even if they gave us the long wanted but never delivered ability to turn AVs as well as moving them it'd be an improvement.
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Old 06-24-2014, 08:50 AM   #3 (permalink)
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I just requested the ability to let avatars hug each other in Second Life.

Yeah, that would also be a way of doing it.

After the recent Team Fortress 2 update, they added a huge list of "Partner Taunts" and seeing how perfect it works when you force both characters to be perfectly stationary and lined up, I just asked myself why that isn't 100% possible in Second Life.

Nothing makes a long distance relationship feel worse than a sloppy SL hug.
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Old 06-24-2014, 08:54 AM   #4 (permalink)
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I don't understand why you can't have another avatar (or multiple avatars) sit and be posed/animated by one of your attachments. This would allow for any number of things like walking while holding hands or being a little petite fairy that rides on someone's shoulder or flutters about their head.

The only way to do these things now is by both of you getting on a vehicle and it always works lame (and only on sims with rez enabled).
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Old 06-24-2014, 08:58 AM   #5 (permalink)
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I just requested the ability to let avatars hug each other in Second Life.

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Originally Posted by SalStrange View Post
I don't understand why you can't have another avatar (or multiple avatars) sit and be posed/animated by one of your attachments. This would allow for any number of things like walking while holding hands or being a little petite fairy that rides on someone's shoulder or flutters about their head.

The only way to do these things now is by both of you getting on a vehicle and it always works lame (and only on sims with rez enabled).
Yeah, this multiple person gesture thing, as well as the ability to sit/carry other avatars, are two things Sylvie and I were talking about last night after fumbling with awkward gestures.

I, or someone, could make separate request for that sitting/linking thing too, best to keep these Jira's simple and single-goal focused, and argument-free comments, in my experience, for the best chance of getting accepted.
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Old 06-24-2014, 09:33 AM   #6 (permalink)
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I for one, would *love* a proper hug in SL. If there's one thing we can pick up from The Sims, it's their sim to sim (or av to av in this case) interactions.
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Old 03-26-2016, 08:53 AM   #7 (permalink)
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Originally Posted by Adeon Writer View Post
Nothing makes a long distance relationship feel worse than a sloppy SL hug.
Don't you mean a SLoppy hug?
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Old 03-26-2016, 09:49 AM   #8 (permalink)
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I could be wrong but I believe that rotation of your avatar is completely controlled by the client. The server has no say in it the way it is designed.

One time you can see this for yourself is when the sim crashes before you disconnect. The only thing you can still do is turn.
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Old 03-26-2016, 01:40 PM   #9 (permalink)
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Quote:
Originally Posted by Dante Tucker View Post
I could be wrong but I believe that rotation of your avatar is completely controlled by the client. The server has no say in it the way it is designed.

One time you can see this for yourself is when the sim crashes before you disconnect. The only thing you can still do is turn.
not entirely, else no automated vehicles or even chairs would work... what's at fault is the lazy/rough update system that only refines the pushed rotation when avatars move. it's why it's so hard to line up an animation by just rotation, but if both avatars move towards each other, it works really well.

it's because updates from the viewer are only updated to the region if they are greater than a certain arc while rotating, but are tweened when moving, to lower bandwidth, and keep them from being "twitchy"
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Thanks for being passive agressive.
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Old 03-26-2016, 05:01 PM   #10 (permalink)
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I just requested the ability to let avatars hug each other in Second Life.

if you go in mouselook and look up and down, then straight ahead, then exit mouselook, you'll be facing the exact rotation you were looking.
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Old 03-26-2016, 07:59 PM   #11 (permalink)
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yup mouselook will transmit precise rotation, although I believe there's some kind queue buffer involved to cut down on jitter.

sneaky trick, you can often tell who's in mouselook by reading rotation from a script
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Old 03-26-2016, 08:02 PM   #12 (permalink)
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Quote:
Originally Posted by Void View Post
sneaky trick, you can often tell who's in mouselook by reading rotation from a script
Orrrr use AGENT MOUSELOOK - Second Life Wiki ..?

I don't remember that being blocked by any viewers.
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Old 03-26-2016, 09:51 PM   #13 (permalink)
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Quote:
Originally Posted by Chalice Yao View Post
Orrrr use AGENT MOUSELOOK - Second Life Wiki ..?

I don't remember that being blocked by any viewers.
Yep - that's the only reliable way. The old "trick" was that if their llRot2Fwd(rot) isn't pointing toward the horizon, they must be in mouselook.

Two problems with that:
1.) False negatives when they're in mouselook but looking at the horizon.
2.) False positives after being llUnSat - often avatars are permenently rotated oddly serverside, but rendered perfectly upright clientside regardless.
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Old 03-26-2016, 09:53 PM   #14 (permalink)
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Quote:
Originally Posted by Void View Post
yup mouselook will transmit precise rotation, although I believe there's some kind queue buffer involved to cut down on jitter.

sneaky trick, you can often tell who's in mouselook by reading rotation from a script
I find mouselook is just as inaccurate as anything else, which you can see by shooting guns aimed at llRot2Fwd(llGetRot()) in mouselook. It will be very inaccurate. It can only be perfected via llRot2Fwd(llGetCameraRot()) instead.

But my moving pitch up and down in mouselook you force all the smoothing to one specific yaw.
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Old 03-27-2016, 01:12 AM   #15 (permalink)
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Quote:
Originally Posted by Chalice Yao View Post
Orrrr use AGENT MOUSELOOK - Second Life Wiki ..?

I don't remember that being blocked by any viewers.
heh no, but I forgot that they added that, and the hack preexisted it >.>
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