Yes, if I abandon the no-poseball prerequisite the rest can be handled 
relatively simply with existing functions. I had hope to have it work more like 
the group dance ball but as you point out there are some distinct advantages to 
sticking with the poseballs in terms of placing the avi in a suitable space 
(the handles part is less of an issue because I have a "chase" method I use for 
furniture...I rez a handle and then move the avi with 
llSetLinkPrimitiveParamsFast to follow its motion/rotation, then store the new 
avi position when in place). If it's not a simple thing to add then I can live 
without it. If I go back to poseballs then I might as well just rez a pair at 
the desired location, let both avi sit, then move them from there....they 
wouldn't even need to be part of the linkset since I can move them via ossl.

 

From: [email protected] 
[mailto:[email protected]] On Behalf Of dz
Sent: Tuesday, September 02, 2014 4:04 PM
To: [email protected]
Subject: Re: [Opensim-dev] Feature Request: osAvatarSit(key avatar, key object, 
integer options)

 

Assuming you can overcome all of the "other obstacles"  and have the latitude 
to reset the config params in OpenSim.ini, then there is no reason why you 
can't have a single script animate multiple avatars across your region.  You 
will need access to the INI file if you want to overcome the current limit on 
linkset sizes ( how far you can move a linked object from its root prim ).   In 
my experience,  trying to get an admin to enable the OSSL functions (especially 
the ones marked Threat level : HIGH )  is harder than the coding involved.   

As for  "No pose balls" .. People are more likely to understand the concept of 
"sitting on a ball to dance"  than they are to comprehend instructions on how 
and when to touch something new.  The visible feedback also eliminates playing 
partner roulette when laggy touches to the dance machine seat you with the 
last/next avatar to touch it.   Pose balls also have the advantage of being 
convenient "handles"  when you are trying to position avatars to build your 
animation configuration notecards/database.

I'm not sure I understand why a new function is required,  since you can set 
the default action on the linked objects to "sit".  The trick will be to get 
the first object to the location before the first partner of the couple is 
seated on it,  or you may see avatars zipping between the dance machine and the 
locations on the floor.  As long as you move a pair of objects to the 
approximate location,  the second avatar should just be able to sit on the 
object and be in position.     There is another major issue with letting 
couples "randomly" choose where to dance..  Many are not familiar with the 
space required and opt to rez the pose balls  right next to their neighbors,  
causing the animations to move the couples on top of/through each other.  A 
simple solution to this is to have the 'couples dancing' locations identified 
by the presence of the pose balls.  


The operations sequence could be as simple as; 
The dance machine with the scripting is set out.   
The linked pose balls are rezzed and re-located  to the positions in the sim 
you want.  
Couples can touch the dance machine to be deposited on the "next" location, or 
touch the pose balls to sit/dance at the "couples" location they want.

 

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