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Category: Contributor: Creator
AO Franimation_Overrider  

Franimation_Overrider

Notecard

Category: AO
By : Amanda Vanness
Created: 2010-01-10 Edited: 2010-01-10
Worlds: Second Life

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1 ==========================
2 Franimation Overrider v1.5
3 Copyright (C) 2004 Francis Chung
4 Documentation by Gwynneth Llewyn and Kex Godel
5 ==========================
6
7 Welcome to the wonderful world of animation overriding!
8
9 We hope that you enjoy this open source product.
10
11 Please note that although this object allows you full technical permissions, you must still abide by the licensing terms specified below.
12
13 ----------
14 LICENSE􀀀
15 ----------
16
17 Scripts:
18 ---------
19 This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
20
21 This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA.
24
25 Model:
26 ---------
27 The WetIkon (amped) model copyright CCA-NoDerivs License.
28
29 ----------------
30 Support Help
31 ----------------
32 The following people have generously offered their time to help with animation overrider questions:
33
34 Ulrika Zugzwang
35 Water Rogers
36 Gwyneth Llewelyn
37 Email: gwyneth.llewelyn@secondlife.game-host.org
38 MSN: gwyneth.llewelyn@secondlife.game-host.org
39 Yahoo: gwyneth_llewelyn
40
41 -----------------------
42 QUICK START GUIDE
43 -----------------------
44
45 So you're itching to try it out and don't want to read the whole manual? Good for you!
46
47 To get the Franimation Overrider working, there are just a few simple steps. If you need more help, details are provided in the Documentation/FAQ section below.
48
49 1. Rez the Franimation Overrider on the ground.
50
51 2. Drag your custom animations for walking, standing, sitting, etc. and drop them inside the "Contents" folder of the Franimation Overrider.
52
53 3. Open the "*Default Anims" notecard located in the Franimation Overrider and type the EXACT name of each custom animation below every "posture state" line. DO NOT add any lines or remove any lines to any part of the notecard. Just fill in the blank lines. Also note that spaces, punctuation, hyphens, etc. ARE relevant here!
54
55 Example: If you have a custom animation for walking called "Sexy-Walk #1" you have to type exactly that on the line under the "-=Walking=-" posture state keyword. Your notecard should look like the following:
56
57 -=Walking=-
58 Sexy-Walk #1
59 =Running=-
60
61 -=Crouchwalk=-
62 [...]
63
64 4. Attach the Franimation Overrider to yourself.
65
66 5. That's it! Enjoy your "new moves" :-)
67
68
69 -------------------------
70 COMMAND REFERENCE
71 -------------------------
72
73 /ao on
74 Enable the Franimation Overrider
75
76 /ao off
77 Disable the Franimation Overrider. This will make you revert back to using the default animations.
78
79 /ao hide
80 Make the Franimation Overrider attachment invisible (if you don't like it to appear with your current outfit)
81
82 /ao show
83 If invisible, make the Franimation Overrider visible again.
84
85 /ao reset
86 Reset the Franimation Overrider script. This can be useful if the script is acting strangely, or if you just want it to reset and re-read the default notecard.
87
88 /ao nextstand
89 Immediately switches you to the next standing animation in the list, or the first one if you're at the end of the list.
90
91 /ao col [colour]
92 Changes the colour of the model. [colour] can be a name (such as red, tan, or mauve) or a colour vector. (<0,0,1> for blue)
93
94 /animset < NotecardName >
95 This tells the Franimation Overrider to load a different notecard, in case you want to use multiple animation sets and quickly switch between them. You must specify the exact notecard name in place of "< NotecardName >" above.
96
97 /anim < animation name >
98 Play an animation. (eg. /anim hold_r_handgun)
99
100 /noanim < animation name >
101 Stop playing an animation. Play an animation. (eg. /noanim hold_r_handgun)
102
103 /noanim all
104 Stop playing all animations.
105
106 For example, if you want to play a different set of animations when you're tired, you can create a second copy of the Default Animations notecard, name it "sleepyanims" and then switch to it by typing: /animset sleepyanims
107
108
109 ---------------------------
110 DOCUMENTATION / FAQ
111 ---------------------------
112
113 Q> What is "animation overriding"?
114
115 A> This is a way to replace the default body movements that SL does on your avatar with custom animations.
116
117 Your avatar has different "postures", which technically are a "state" you're in, for example, "Standing", "Flying", "Walking", and "Sitting on Ground" are a few of the many posture states your AV can be in.
118
119 An animation overrider makes it possible for you to play a custom animation whenever you are in a specific posture. This means you can choose to replace the way you look when you are standing, flying, sitting, etc.
120
121 This means that you can make your avatar move, stand, and sit in a unique way.
122
123
124 Q> Where are the custom animations?
125
126 A> The Franimation Overrider does not come with any custom animations, you will have to add your own.
127
128
129 Q> Where do I get custom animations?
130
131 A> You can get custom animations in stores, or from friends. There are also a bunch of free animations floating around the world and reportedly available at the Bazaar in Stillman.
132
133 There are nice people collecting dozens of freebie animations, for example, if you look or ask around some people have a "pack" of 200 free custom animations.
134
135 If you need more sophisticated animations, then you may contact one of the many wonderful professional animators out there or buying animations from their stores. You can search for them in world under the "Find" button, with the "Places" tab selected, or search the forums at:
136
137 http://forums.secondlife.com
138
139 If you feel bold, creative, and technically competent, you can try making your own custom animations.
140
141 All custom animations in Second Life were uploaded in "BVH" format from a software program called Poser. You can upload your own if you own a copy of Poser, or if you have any BVH files which are compatible with the exact format that Second Life needs. Most random BVH files will not work without first being processed through Poser with the P2 figure.
142
143 There are several public domain, open source or shareware alternatives to Poser, but so far, they all seem to need the final tweaking done in Poser to work correctly in Second Life.
144
145 There are several tutorials online (again, search for that in the forums) for creating your own animations. To help you get started, here is a rough guideline for creating a still standing pose with Poser:
146
147 - Use a P2 model
148 - Create two frames
149 - Set both frames as keyframes
150 - Leave the first frame unchanged (ignore it)
151 - Pose your model in the second frame
152 - Export BVH
153 - Switch to SL and select "Upload Animation" from the "File" menu
154 - In the preview window, check [x] Loop, and set "Ease In" and "Ease Out" both to "0.5" (roughly)
155 - Click the "Play" arrow button to confirm it looks ok
156 - Click the Upload button
157
158 Important Note: Using Poser and getting it to work with SL can be very challenging. We really can't help you overcome it's learning curve in this document alone or through Instant Messages. If you do need help with Poser, *please* ask on the Second Life forum created specifically for animation discussion.
159
160
161 Q> How does the Franimation Overrider work?
162
163 A> The Franimation Overrider detects your posture and plays a custom animation whenever it changes.
164
165 The Franimation Overrider is an attachment containing a script and a configurable notecard. The Franimation Overrider script will read the notecard so that it knows which postures to override animations for, and the names of the animations to use in their place.
166
167 While the Franimation Overrider is attached, it will constantly monitor your posture state. When it sees that your posture has changed, it will send a command to stop playing the current animation and start playing the custom animation you specified in the notecard.
168
169
170 Q> How do I add animations to my Franimation Overrider?
171
172 A> Just drag and drop them into the contents of the Franimation Overrider, as so:
173
174 - Rez your Franimation Overrider on the ground (must be in an area which allows building)
175 - Right click on the Franimation Overrider, choose Edit
176 - In the edit window, if you see a button which says "More >>" in the bottom right corner, click that so that it opens up the edit window to show you more options
177 - You should see several tabs "General", "Object", "Content" and "Texture".
178 - Click on the "Content" tab. You will see some notes and a script, don't mind them just yet.
179 - Now locate the custom animations that you want to use in your inventory, and drag-drop them into the Contents folder
180 - Right click on the Franimation Overrider and choose "Take" to take it back into your inventory
181
182
183 Q> How do I configure the Franimation Overrider notecard?
184
185 A> Follow these instructions:
186
187 - Attach the Franimation Overrider to yourself, or rez it on the ground
188 - Open the contents tab (as described above)
189 - Open up the notecard named "*Default Anims".
190
191 Here is where you assign a custom animation to each of the possible "anim states". "Standing" is a special state - you can have up to 5 different standing animations, and Franimation Overrider will cycle among those 5 animations occasionally.
192
193 The notecard configuration is rather simple. Lines starting with things like "-=Sitting=-" identify the posture that will be detected; the line immediately following that one will have the NAME of the custom animation that you have dragged into the Franimation Overrider's inventory.
194
195 *CAUTION: It is very important not to add or remove any lines!
196
197 When you first open the notecard, it will have the names of all states, and all lines in-between will be empty. It is important that you only change the empty line between each -=Posture=- line.
198
199 The empty lines should be the name of the animation which will be played for the posture specified immediately above it. Make sure you write the name EXACTLY like the animations's name - with spaces, punctuation, and caps.
200
201 Sometimes the name can be something very weird, or, if you don't have an US keyboard, some characters may be very hard to reproduce. In that case, either change the animation's name _before_ you drag it into the Franimation Overrider's Contents, or you may open up Properties on that custom animation, use the mouse to copy the name, and paste it into the notecard. Just make sure you don't get any extra spaces at the beginning or end of the animation name when pasting - Franimation Overrider needs the EXACT name to work properly (otherwise you'll get some errors like "Couldn't find animation
202 ").
203
204 Example:
205
206 You want to override your default sitting animation with a custom animation called "weird0-S1tDown #345". Your notecard configuration should have something like that:
207
208 [...]
209 -=Hover=-
210
211 -=Sitting=-
212 weird0-S1tDown #345
213 -=PreJump=-
214
215 [...]
216
217 Notice the empty lines after "Hover" and "PreJump", meaning you don't have any custom animations for those, and Franimation Overrider will simply revert to the default animations. Also note it is very important not to add any extra lines anywhere to the notecard.
218
219 USEFUL TIP:
220
221 You should make a copy of a blank notecard first to your inventory, just in case you delete too many lines and can't remember the state's names afterwards. And make a copy of your own, modified notecard - you'll save time when a new version of the Franimation Overrider comes along!
222
223
224 Q> What if I leave a line blank?
225
226 A> That is fine, if you leave a line blank, the animation for that posture will revert back to the default animation.
227
228
229 Q> Why are there 5 stand animations?
230
231 A> The Franimation Overrider will cycle through all five animations every 40 seconds or so. This behavior is much like the default standing animation where you occasionally shift your avatar's body to different positions.
232
233
234 Q> I'm having animation glitches with my vehicle/dance script when the Franimation Overrider is on.
235
236 A> Other scripts which also play custom animations may interfere with the Franimation Overrider. Turn off the Franimation Overrider before you interact with these objects (see command reference for the off command).
237
238 Also see the Drawbacks section below for more details
239
240
241 -----------------
242 TIPS & TRICKS
243 -----------------
244
245 * Proper Application
246
247 Most animation states are rather simple to understand, but some of them are tricky. For example, you can run instead of walking.
248
249 In most cases, the animation for one would not look proper for the other, which is why there usually are two different custom animations for those states (i.e. two different Sexy Walks or Power Walks).
250
251 Using the wrong one generally looks quite weird (i.e. avatars "running in place" or "taking too long of strides").
252
253 Also note that there are two different sitting animations - one for sitting on chairs (actually, any kind of object surface) and the other for sitting on the ground.
254
255 * Smooth Transitions
256
257 If you have an unusual custom walking animation, you probably will want to also customize the Turn Left and Turn Right animations as well. Otherwise your avatar will seem to go through a complex "dance" every time you turn left or right.
258
259 Flying is also complex, since you have things like "hovering" (standing in the air), flying slowly and quickly. You will want to probably choose a set of animations which makes these flow together well. Note that the "Flying slow" posture state is actually quite rarely experienced, unless you have a flawless connection and very high frame rates, but it does happen :)
260
261 Landing is also another problem, since you have soft and hard landings (depending on the speed) and free falling (not flying at all!).
262
263 So for most realistic appearance, this means that you have to "combine" all these animations properly and see how they work together - that's normally not very easy when you just grab a few freebies (or worse, just poses and no real animations). The same, actually, applies to "swimming" - "flying" at the water's surface or below.
264
265 * Idle Standing Cycle:
266
267 Standing is a special case in animations. The Franimation Overrider allows you to have up to 5 different standing animations, and will cycle among them every 40 seconds or so. If you just have one standing animation, be prepared to wait a while until it's displayed!
268
269 * Multi-Animation:
270
271 For maximum flexibility, the Franimation Overrider also allows you to enable *multiple* animation with each posture. To do so, you put each animation name on the line, separated by commas.
272
273 Why would you want to do this? Well, often you will find that a single animation doesn't fit what you want to do because of animation priorities. The problem sometimes is that high priority animations will completely override the lower priority animations.
274
275 If you are able to create your own animations in Poser, you can avoid this problem by breaking up your animation into multiple parts, which customize different parts of your body, then use the Franimation Overrider to re-play all of them together by specifying them as a comma-separated list on the line in the notecard.
276
277 This not only allows you to work around some of the limitations caused by animation priorities, but allows you to extract much more variety out of your animations since you can play them in different "chords".
278
279 * Smooth Transitions (CONTENT CREATORS, PLEASE READ)
280
281 If you are creating and uploading animations, please note the importance of the "Ease In" and "Ease Out" settings. I strongly recommend setting these at 0.5 or higher, otherwise your animations will SNAP into place far too quickly, and it looks very unnatural.
282
283 By default, the preview window is usually set far too low. Every time I upload an animation, I usually set each to 0.5, sometimes higher (such as a slow dance movement where you want a very steady transition), and sometimes lower when applicable (such as the ease-in on a falling-to-the-ground animation).
284
285 ---------------
286 DRAWBACKS
287 ---------------
288
289 The Franimation Overrider is a nifty script, but as it is not part of the native code in the SL Client/Server architecture, you may occasionally encounter some very minor discrepancies from the intended behavior.
290
291 1. Animation Download Lag
292
293 Animations are rendered in the SL client program - and not server-side - so this means that all animations have to be loaded from the server into your program, for all avatars "seeing" you.
294
295 While the default animations are immediately available for everybody (as said, they already come with the SL application), your cool custom animations are not. This means that you'll probably see them working for you, but on a particularly slow sim, others won't see them immediately.
296
297 This is exactly the reason why sometimes you go to a club and nobody seems to be moving. After a while, you see everybody connected to the dance machine moving, and finally the one having dancing bracelets or loading custom dances.
298
299 The Franimation Overrider works the same way. People who haven't recently "seen" your custom animation will have to download it from the servers before they see it in action. This means that probably just after teleport, or when using a "fresh" animation (say, sitting for the first time), people will NOT immediately see your custom animation, but the default one. There is nothing you can do about it, except fretting and wishing that Linden Lab(TM) gets you faster servers :)
300
301 2. Polling Lag
302
303 The way the Franimation Overrider works is by polling your current posture in a loop to retrieve your current state. This means that there will be a slight bit of response time between when you changed postures and when the next polling event occurs.
304
305 3. Conflicts With Other Animating Objects
306
307 The Franimation Overrider only knows how to override the default animation states. It will get into conflict with other objects which change your animation and should be turned off before using the other objects (see command reference for how to turn it off).
308
309 Examples of other objects which will probably interfere with the Franimation Overrider include dance bracelets, dance machines, and vehicles which use custom animations. Some other animation scripts may have some odd behavior as well, such as the hug animation script.
310
311
312 ------
313 END
314 ------
315
316 Documentation written by:
317 2004 Oct 17 - Gwyneth Llewely (first draft)
318 2004 Nov 28 - Kex Godel (edited and reformatted)

Franimation_Overrider

Franimation overrider V 1.5

Category: AO
By : Amanda Vanness
Created: 2010-01-10 Edited: 2010-01-10
Worlds: Second Life

1 ==========================
2 Franimation Overrider v1.5
3 Copyright (C) 2004 Francis Chung
4 Documentation by Gwynneth Llewyn and Kex Godel
5 ==========================
6
7 Welcome to the wonderful world of animation overriding!
8
9 We hope that you enjoy this open source product.
10
11 Please note that although this object allows you full technical permissions, you must still abide by the licensing terms specified below.
12
13 ----------
14 LICENSE􀀀
15 ----------
16
17 Scripts:
18 ---------
19 This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
20
21 This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA.
24
25 Model:
26 ---------
27 The WetIkon (amped) model copyright CCA-NoDerivs License.
28
29 ----------------
30 Support Help
31 ----------------
32 The following people have generously offered their time to help with animation overrider questions:
33
34 Ulrika Zugzwang
35 Water Rogers
36 Gwyneth Llewelyn
37 Email: gwyneth.llewelyn@secondlife.game-host.org
38 MSN: gwyneth.llewelyn@secondlife.game-host.org
39 Yahoo: gwyneth_llewelyn
40
41 -----------------------
42 QUICK START GUIDE
43 -----------------------
44
45 So you're itching to try it out and don't want to read the whole manual? Good for you!
46
47 To get the Franimation Overrider working, there are just a few simple steps. If you need more help, details are provided in the Documentation/FAQ section below.
48
49 1. Rez the Franimation Overrider on the ground.
50
51 2. Drag your custom animations for walking, standing, sitting, etc. and drop them inside the "Contents" folder of the Franimation Overrider.
52
53 3. Open the "*Default Anims" notecard located in the Franimation Overrider and type the EXACT name of each custom animation below every "posture state" line. DO NOT add any lines or remove any lines to any part of the notecard. Just fill in the blank lines. Also note that spaces, punctuation, hyphens, etc. ARE relevant here!
54
55 Example: If you have a custom animation for walking called "Sexy-Walk #1" you have to type exactly that on the line under the "-=Walking=-" posture state keyword. Your notecard should look like the following:
56
57 -=Walking=-
58 Sexy-Walk #1
59 =Running=-
60
61 -=Crouchwalk=-
62 [...]
63
64 4. Attach the Franimation Overrider to yourself.
65
66 5. That's it! Enjoy your "new moves" :-)
67
68
69 -------------------------
70 COMMAND REFERENCE
71 -------------------------
72
73 /ao on
74 Enable the Franimation Overrider
75
76 /ao off
77 Disable the Franimation Overrider. This will make you revert back to using the default animations.
78
79 /ao hide
80 Make the Franimation Overrider attachment invisible (if you don't like it to appear with your current outfit)
81
82 /ao show
83 If invisible, make the Franimation Overrider visible again.
84
85 /ao reset
86 Reset the Franimation Overrider script. This can be useful if the script is acting strangely, or if you just want it to reset and re-read the default notecard.
87
88 /ao nextstand
89 Immediately switches you to the next standing animation in the list, or the first one if you're at the end of the list.
90
91 /ao col [colour]
92 Changes the colour of the model. [colour] can be a name (such as red, tan, or mauve) or a colour vector. (<0,0,1> for blue)
93
94 /animset < NotecardName >
95 This tells the Franimation Overrider to load a different notecard, in case you want to use multiple animation sets and quickly switch between them. You must specify the exact notecard name in place of "< NotecardName >" above.
96
97 /anim < animation name >
98 Play an animation. (eg. /anim hold_r_handgun)
99
100 /noanim < animation name >
101 Stop playing an animation. Play an animation. (eg. /noanim hold_r_handgun)
102
103 /noanim all
104 Stop playing all animations.
105
106 For example, if you want to play a different set of animations when you're tired, you can create a second copy of the Default Animations notecard, name it "sleepyanims" and then switch to it by typing: /animset sleepyanims
107
108
109 ---------------------------
110 DOCUMENTATION / FAQ
111 ---------------------------
112
113 Q> What is "animation overriding"?
114
115 A> This is a way to replace the default body movements that SL does on your avatar with custom animations.
116
117 Your avatar has different "postures", which technically are a "state" you're in, for example, "Standing", "Flying", "Walking", and "Sitting on Ground" are a few of the many posture states your AV can be in.
118
119 An animation overrider makes it possible for you to play a custom animation whenever you are in a specific posture. This means you can choose to replace the way you look when you are standing, flying, sitting, etc.
120
121 This means that you can make your avatar move, stand, and sit in a unique way.
122
123
124 Q> Where are the custom animations?
125
126 A> The Franimation Overrider does not come with any custom animations, you will have to add your own.
127
128
129 Q> Where do I get custom animations?
130
131 A> You can get custom animations in stores, or from friends. There are also a bunch of free animations floating around the world and reportedly available at the Bazaar in Stillman.
132
133 There are nice people collecting dozens of freebie animations, for example, if you look or ask around some people have a "pack" of 200 free custom animations.
134
135 If you need more sophisticated animations, then you may contact one of the many wonderful professional animators out there or buying animations from their stores. You can search for them in world under the "Find" button, with the "Places" tab selected, or search the forums at:
136
137 http://forums.secondlife.com
138
139 If you feel bold, creative, and technically competent, you can try making your own custom animations.
140
141 All custom animations in Second Life were uploaded in "BVH" format from a software program called Poser. You can upload your own if you own a copy of Poser, or if you have any BVH files which are compatible with the exact format that Second Life needs. Most random BVH files will not work without first being processed through Poser with the P2 figure.
142
143 There are several public domain, open source or shareware alternatives to Poser, but so far, they all seem to need the final tweaking done in Poser to work correctly in Second Life.
144
145 There are several tutorials online (again, search for that in the forums) for creating your own animations. To help you get started, here is a rough guideline for creating a still standing pose with Poser:
146
147 - Use a P2 model
148 - Create two frames
149 - Set both frames as keyframes
150 - Leave the first frame unchanged (ignore it)
151 - Pose your model in the second frame
152 - Export BVH
153 - Switch to SL and select "Upload Animation" from the "File" menu
154 - In the preview window, check [x] Loop, and set "Ease In" and "Ease Out" both to "0.5" (roughly)
155 - Click the "Play" arrow button to confirm it looks ok
156 - Click the Upload button
157
158 Important Note: Using Poser and getting it to work with SL can be very challenging. We really can't help you overcome it's learning curve in this document alone or through Instant Messages. If you do need help with Poser, *please* ask on the Second Life forum created specifically for animation discussion.
159
160
161 Q> How does the Franimation Overrider work?
162
163 A> The Franimation Overrider detects your posture and plays a custom animation whenever it changes.
164
165 The Franimation Overrider is an attachment containing a script and a configurable notecard. The Franimation Overrider script will read the notecard so that it knows which postures to override animations for, and the names of the animations to use in their place.
166
167 While the Franimation Overrider is attached, it will constantly monitor your posture state. When it sees that your posture has changed, it will send a command to stop playing the current animation and start playing the custom animation you specified in the notecard.
168
169
170 Q> How do I add animations to my Franimation Overrider?
171
172 A> Just drag and drop them into the contents of the Franimation Overrider, as so:
173
174 - Rez your Franimation Overrider on the ground (must be in an area which allows building)
175 - Right click on the Franimation Overrider, choose Edit
176 - In the edit window, if you see a button which says "More >>" in the bottom right corner, click that so that it opens up the edit window to show you more options
177 - You should see several tabs "General", "Object", "Content" and "Texture".
178 - Click on the "Content" tab. You will see some notes and a script, don't mind them just yet.
179 - Now locate the custom animations that you want to use in your inventory, and drag-drop them into the Contents folder
180 - Right click on the Franimation Overrider and choose "Take" to take it back into your inventory
181
182
183 Q> How do I configure the Franimation Overrider notecard?
184
185 A> Follow these instructions:
186
187 - Attach the Franimation Overrider to yourself, or rez it on the ground
188 - Open the contents tab (as described above)
189 - Open up the notecard named "*Default Anims".
190
191 Here is where you assign a custom animation to each of the possible "anim states". "Standing" is a special state - you can have up to 5 different standing animations, and Franimation Overrider will cycle among those 5 animations occasionally.
192
193 The notecard configuration is rather simple. Lines starting with things like "-=Sitting=-" identify the posture that will be detected; the line immediately following that one will have the NAME of the custom animation that you have dragged into the Franimation Overrider's inventory.
194
195 *CAUTION: It is very important not to add or remove any lines!
196
197 When you first open the notecard, it will have the names of all states, and all lines in-between will be empty. It is important that you only change the empty line between each -=Posture=- line.
198
199 The empty lines should be the name of the animation which will be played for the posture specified immediately above it. Make sure you write the name EXACTLY like the animations's name - with spaces, punctuation, and caps.
200
201 Sometimes the name can be something very weird, or, if you don't have an US keyboard, some characters may be very hard to reproduce. In that case, either change the animation's name _before_ you drag it into the Franimation Overrider's Contents, or you may open up Properties on that custom animation, use the mouse to copy the name, and paste it into the notecard. Just make sure you don't get any extra spaces at the beginning or end of the animation name when pasting - Franimation Overrider needs the EXACT name to work properly (otherwise you'll get some errors like "Couldn't find animation
202 ").
203
204 Example:
205
206 You want to override your default sitting animation with a custom animation called "weird0-S1tDown #345". Your notecard configuration should have something like that:
207
208 [...]
209 -=Hover=-
210
211 -=Sitting=-
212 weird0-S1tDown #345
213 -=PreJump=-
214
215 [...]
216
217 Notice the empty lines after "Hover" and "PreJump", meaning you don't have any custom animations for those, and Franimation Overrider will simply revert to the default animations. Also note it is very important not to add any extra lines anywhere to the notecard.
218
219 USEFUL TIP:
220
221 You should make a copy of a blank notecard first to your inventory, just in case you delete too many lines and can't remember the state's names afterwards. And make a copy of your own, modified notecard - you'll save time when a new version of the Franimation Overrider comes along!
222
223
224 Q> What if I leave a line blank?
225
226 A> That is fine, if you leave a line blank, the animation for that posture will revert back to the default animation.
227
228
229 Q> Why are there 5 stand animations?
230
231 A> The Franimation Overrider will cycle through all five animations every 40 seconds or so. This behavior is much like the default standing animation where you occasionally shift your avatar's body to different positions.
232
233
234 Q> I'm having animation glitches with my vehicle/dance script when the Franimation Overrider is on.
235
236 A> Other scripts which also play custom animations may interfere with the Franimation Overrider. Turn off the Franimation Overrider before you interact with these objects (see command reference for the off command).
237
238 Also see the Drawbacks section below for more details
239
240
241 -----------------
242 TIPS & TRICKS
243 -----------------
244
245 * Proper Application
246
247 Most animation states are rather simple to understand, but some of them are tricky. For example, you can run instead of walking.
248
249 In most cases, the animation for one would not look proper for the other, which is why there usually are two different custom animations for those states (i.e. two different Sexy Walks or Power Walks).
250
251 Using the wrong one generally looks quite weird (i.e. avatars "running in place" or "taking too long of strides").
252
253 Also note that there are two different sitting animations - one for sitting on chairs (actually, any kind of object surface) and the other for sitting on the ground.
254
255 * Smooth Transitions
256
257 If you have an unusual custom walking animation, you probably will want to also customize the Turn Left and Turn Right animations as well. Otherwise your avatar will seem to go through a complex "dance" every time you turn left or right.
258
259 Flying is also complex, since you have things like "hovering" (standing in the air), flying slowly and quickly. You will want to probably choose a set of animations which makes these flow together well. Note that the "Flying slow" posture state is actually quite rarely experienced, unless you have a flawless connection and very high frame rates, but it does happen :)
260
261 Landing is also another problem, since you have soft and hard landings (depending on the speed) and free falling (not flying at all!).
262
263 So for most realistic appearance, this means that you have to "combine" all these animations properly and see how they work together - that's normally not very easy when you just grab a few freebies (or worse, just poses and no real animations). The same, actually, applies to "swimming" - "flying" at the water's surface or below.
264
265 * Idle Standing Cycle:
266
267 Standing is a special case in animations. The Franimation Overrider allows you to have up to 5 different standing animations, and will cycle among them every 40 seconds or so. If you just have one standing animation, be prepared to wait a while until it's displayed!
268
269 * Multi-Animation:
270
271 For maximum flexibility, the Franimation Overrider also allows you to enable *multiple* animation with each posture. To do so, you put each animation name on the line, separated by commas.
272
273 Why would you want to do this? Well, often you will find that a single animation doesn't fit what you want to do because of animation priorities. The problem sometimes is that high priority animations will completely override the lower priority animations.
274
275 If you are able to create your own animations in Poser, you can avoid this problem by breaking up your animation into multiple parts, which customize different parts of your body, then use the Franimation Overrider to re-play all of them together by specifying them as a comma-separated list on the line in the notecard.
276
277 This not only allows you to work around some of the limitations caused by animation priorities, but allows you to extract much more variety out of your animations since you can play them in different "chords".
278
279 * Smooth Transitions (CONTENT CREATORS, PLEASE READ)
280
281 If you are creating and uploading animations, please note the importance of the "Ease In" and "Ease Out" settings. I strongly recommend setting these at 0.5 or higher, otherwise your animations will SNAP into place far too quickly, and it looks very unnatural.
282
283 By default, the preview window is usually set far too low. Every time I upload an animation, I usually set each to 0.5, sometimes higher (such as a slow dance movement where you want a very steady transition), and sometimes lower when applicable (such as the ease-in on a falling-to-the-ground animation).
284
285 ---------------
286 DRAWBACKS
287 ---------------
288
289 The Franimation Overrider is a nifty script, but as it is not part of the native code in the SL Client/Server architecture, you may occasionally encounter some very minor discrepancies from the intended behavior.
290
291 1. Animation Download Lag
292
293 Animations are rendered in the SL client program - and not server-side - so this means that all animations have to be loaded from the server into your program, for all avatars "seeing" you.
294
295 While the default animations are immediately available for everybody (as said, they already come with the SL application), your cool custom animations are not. This means that you'll probably see them working for you, but on a particularly slow sim, others won't see them immediately.
296
297 This is exactly the reason why sometimes you go to a club and nobody seems to be moving. After a while, you see everybody connected to the dance machine moving, and finally the one having dancing bracelets or loading custom dances.
298
299 The Franimation Overrider works the same way. People who haven't recently "seen" your custom animation will have to download it from the servers before they see it in action. This means that probably just after teleport, or when using a "fresh" animation (say, sitting for the first time), people will NOT immediately see your custom animation, but the default one. There is nothing you can do about it, except fretting and wishing that Linden Lab(TM) gets you faster servers :)
300
301 2. Polling Lag
302
303 The way the Franimation Overrider works is by polling your current posture in a loop to retrieve your current state. This means that there will be a slight bit of response time between when you changed postures and when the next polling event occurs.
304
305 3. Conflicts With Other Animating Objects
306
307 The Franimation Overrider only knows how to override the default animation states. It will get into conflict with other objects which change your animation and should be turned off before using the other objects (see command reference for how to turn it off).
308
309 Examples of other objects which will probably interfere with the Franimation Overrider include dance bracelets, dance machines, and vehicles which use custom animations. Some other animation scripts may have some odd behavior as well, such as the hug animation script.
310
311
312 ------
313 END
314 ------
315
316 Documentation written by:
317 2004 Oct 17 - Gwyneth Llewely (first draft)
318 2004 Nov 28 - Kex Godel (edited and reformatted)

Franimation_Overrider

Manual Animation script - add to the same prim as the other scripts and notecards

Category: AO
By : Amanda Vanness
Created: 2010-01-10 Edited: 2010-01-10
Worlds: Second Life

1 // Manual Animation Script
2 // Copyright (C) 2004 Francis Chung
3 //
4 // This program is free software; you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation; either version 2 of the License, or
7 // (at your option) any later version.
8 //
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
13
14 // You should have received a copy of the GNU General Public License
15 // along with this program; if not, write to the Free Software
16 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA.
17
18
19 integer VERBOSE = 1;
20 integer listenRelay = 0x80000000;
21
22 integer gotPermission = 0;
23
24 // Stop all active animations
25 stopAllAnimations() {
26 integer i;
27 list animList;
28
29 if( VERBOSE > 1 )
30 llInstantMessage( llGetPermissionsKey(), "Stopping Animations...." );
31
33 for ( i=0; i < llGetListLength(animList); i++) {
34 if( llList2Key(animList,i) != NULL_KEY ) {
35 llStopAnimation( llList2String(animList,i) );
36 if( VERBOSE > 1 )
37 llInstantMessage( llGetOwner(), "Stopping " + llList2String(animList,i) );
38 }
39 }
40
41 if( VERBOSE > 0 )
42 llInstantMessage( llGetPermissionsKey(), "Stopping Animations....Done" );
43 }
44
45 // Check if any of the list of elements causes a prefix match. If they do, return argv[1], otherwise ""
46 // Used for parsing verbal commands
47 string checkMatch( string str, list prefixes ) {
48 integer numElements = llGetListLength( prefixes );
49 integer i;
50 integer lastChar;
51 string curPrefix;
52 string curStr = llToLower( str );
53
54 // Check against all the list to see if the prefix (argv[0]) matches
55 for( i=0; i<numElements; i++ ) {
56 curPrefix = llList2String(prefixes, i);
57 lastChar = llStringLength( curPrefix ) - 1;
58 if( llGetSubString(curStr, 0, lastChar) == curPrefix )
59 return llGetSubString( str, lastChar+1, llStringLength(str) );
60 }
61 return "";
62 }
63
64
65 default {
66 state_entry() {
67 if( llGetAttached() )
69 }
70
73 gotPermission = 1;
74 else
75 gotPermission = 0;
76 }
77
78 on_rez(integer st) {
80 }
81
82 link_message( integer _sender, integer _channel, string _message, key _k ) {
83 if( _channel == listenRelay && gotPermission ) {
84 string match;
85
86 match = checkMatch( _message, ["/anim ", "anim "] );
87 if( match != "" )
88 llStartAnimation( match );
89
90 match = checkMatch( _message, ["/noanim ", "noanim "] );
91 if( match == "all" )
92 stopAllAnimations();
93 else if( match != "" )
94 llStopAnimation( match );
95 }
96 }
97 }

Franimation_Overrider

Save this in a notecard scalled "*Default Anims"

Category: AO
By : Amanda Vanness
Created: 2010-01-10 Edited: 2010-01-10
Worlds: Second Life

1 :: [ Walking (also Striding) ] ::
2 sexywalk
3 :: [ Running ] ::
4
5 :: [ CrouchWalking ] ::
6
7 :: [ Flying (also FlyingSlow) ] ::
8
9 :: [ Turning Left ] ::
10
11 :: [ Turning Right ] ::
12
13 :: [ Jumping ] ::
14
15 :: [ Hovering Up ] ::
16
17 :: [ Crouching ] ::
18
19 :: [ Fly Down ] ::
20
21 :: [ Standing 1 ] ::
22
23 :: [ Standing 2 ] ::
24
25 :: [ Standing 3 ] ::
26
27 :: [ Standing 4 ] ::
28
29 :: [ Standing 5 ] ::
30
31 :: [ Hovering ] ::
32
33 :: [ Sitting ] ::
34
35 :: [ PreJumping ] ::
36
37 :: [ Falling ] ::
38
39 :: [ Soft Landing/Landing ] ::
40
41 :: [ Standing Up (That anim you play after you fall when you stand up and brush yourself off) ] ::
42
43 :: [ FlyingSlow ] ::
44
45 :: [ Sitting on Ground ] ::
46
47 :: [ Floating (Hovering underwater) ] ::
48
49 :: [ Swimming Forward (Flying underwater) ] ::
50
51 :: [ Swimming Up (Hover Up underwater) ] ::
52
53 :: [ Swimming Down (Fly Down underwater) ] ::

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