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 Post subject: Animation overrider
PostPosted: Sat Sep 13, 2008 7:12 pm 

Joined: Tue Aug 05, 2008 6:06 pm
Posts: 3
Hi this is a basic animation overrider put the script and animation in a box and were it, all movements are replaced with the animation, work around till llGetAnimation is implmented, i could not duckwalk another step. :P

float pulse = 0.2;
integer cnt = 0;
float dist;
vector oldPos;
vector newPos;
integer ani = 0;
        llSay(0, "ready");
        oldPos = llGetPos();
        newPos = llGetPos();
        run_time_permissions(integer perms)
        llSetTimerEvent(pulse);//we set the main pulse
       // llStartAnimation(llGetInventoryName(INVENTORY_ANIMATION,0));
       // llSay(0, "perms ok");
            newPos = llGetPos();
            vector xpos = oldPos;
           // llSay(0, (string)newPos);
           dist = llVecDist(llGetPos(), xpos);
          // llSay(0, (string)dist);
            if ( dist < 0.1 ){
                if (ani == 1){
                    ani = 0;   
            else {
                if (ani == 0){
                    ani = 1;
           oldPos = llGetPos();

 Post subject: Re: Animation overrider
PostPosted: Sun Sep 14, 2008 5:03 am 
Furious Typer
User avatar

Joined: Sat Feb 02, 2008 10:02 pm
Posts: 104
Location: Romania, Bucharest
Nice script, I have one on the LL grid with an avatar but think it's no-mod so I couldn't access it, thanks :)

Hmm... I hope I'm not taking this off-topic as this isn't the area for that, but I think we should try making an OSSL animation overrider function which could be much more simple then the LSL one. What do you think? The reason it would be most simple is because we can make something of this form:

osAnimationOverrider(ANIM_TYPE, ANIM_NAME);

ANIM_TYPE = Which animation gets changed (walking animation, jumping, sitting, etc).
ANIM_NAME = The name or UUID of the animation you change it with.

So while wearing that it just works. Something like this could really be helpful, but yeah dun wanna take it off topic just thinking out loud :D

 Post subject: Re: Animation overrider
PostPosted: Tue Oct 28, 2008 10:32 pm 
User avatar

Joined: Tue Oct 28, 2008 10:29 pm
Posts: 2
Does any one have a bvh file for a non-ducky walk that I can upload into my OpenSim? I'ts really really getting to me :(

My female avatar's on SL use the free "sexy walk" anim which looks a whole lot better than the duck walk.

Thanks :)

 Post subject: Re: Animation overrider
PostPosted: Tue Jan 19, 2010 8:13 am 

Joined: Tue Jan 19, 2010 8:10 am
Posts: 1
Things have come a long way since the
last time I tried running an OpenSim
(couple of years ago).

First thing I needed when I got in was
a replacment for the default walk and run
animations. I wasn't able to find any suitable
BVH files on the net so I made my own animations
in Poser.

I have some experience with simple animations
but these are my first run and walk animations.
The feet are a little close in walk mode and a
little spread apart in run mode, but overall
they serve as decent replacements until
I find or make something better.

They seem to work OK for standard male or
female avatars.

So I'm offering these to the community free,
open source. The BVH files are text files so
feel free to play with them.

How to Use:

Just upload the bvh files as animations.

+ In the dialog, set Priority to 4.
+ Loop is checked. In 0.0 / Out 100.0
+ The rest leave as default.

Right click on the animation in Inventory
and copy AssetUUID to clipboard.

Open avataranimations.xml (in the data
directory) and replace the default IDs by
pasting over with the uploaded animation IDs.

Restart the OpenSim. ... nd_life.zi

 Post subject: Re: Animation overrider
PostPosted: Tue Jan 19, 2010 9:20 am 
OSG Elite

Joined: Wed Aug 05, 2009 1:59 am
Posts: 417
Some more animations: ... n-database

Note: You need to do stuff with these .BHV files in order to get them to work in OSG. Read more about it here:


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