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Jumping seat nodes - From Box A to Box B? Solved, see P. 2
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caleb68 18+ Age Verified

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PostPosted: Sat May 09, 2009 6:31 pm    Post subject: Jumping seat nodes - From Box A to Box B? Solved, see P. 2 Reply with quote

Ok I'm looking to see how to do this, I doubt its something thats too terribly hard but its eluding me abit....

A good example of what I'm refering to is the recent bundle that ran, the hotel bundle. Taking a avatar and when they click the seat node it jumps them into position in the other area along with the camera.

Now if you move the seat spot, catcher / pitcher nodes to the new spot, and leave the 'handle' behind it jumps the avatar but leaves the camera behind.

If you put the handle in the 'arrive' spot then a new problem happens... you can't click the seat spot to get the camera to jump to the new area...

So I'm curious, anyone have suggestions to how to achieve this effect properly?
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Last edited by caleb68 18+ Age Verified on Tue May 12, 2009 3:28 pm; edited 1 time in total
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PostPosted: Sun May 10, 2009 8:03 am    Post subject: Reply with quote

Try to pm Ner .
For a quick response .
He's like a max wiz lol .
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PostPosted: Sun May 10, 2009 8:36 am    Post subject: Reply with quote

i'll probably just cheat and use a basic 3 frame animation.
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PostPosted: Sun May 10, 2009 8:43 am    Post subject: Reply with quote

Lol ok .
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PostPosted: Sun May 10, 2009 8:56 am    Post subject: Reply with quote



As far as I know, Whystler used morph animations to make that elevator work.

Clicking the floor number on the elevator panel (which must have been a node with handle?) was the trigger, then the morph happened and replaced where you were standing with a new room.

I'm guessing.

It's what I would do if forced to make a trigger that made it seem like you teleported.


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PostPosted: Sun May 10, 2009 12:17 pm    Post subject: Reply with quote

well with a 3 frame animation i can achieve it.

when they click the handle the animation launches.

frame 1 moves them to the new position.

frame 2 + 3 are looping frames to lock them to the new position so they can jump to another location in the scene.

This will force the camera to move with the avatar rather then stay behind at the handle node.

rename your seat node to something different. lets call it 'seat.Teleporter'

to make it happen you would create a dummy node link the seat, catcher and pitcher to it, not the handle.

The Handle nodes would be left at the 'launch' position for the skeleton setup, so you would want to make sure that you dont link them to your 'dummy' node that will be moving the seat.

the new dummy node would be linked to skeleton.room

for the animation, you would move the dummy node to the new location in a single frame.

you would then add a keyframe 2 frames after that one for the 'non movement'.

next you'd export the skeleton.

Then export the animation, only exporting frames 1-3 for it.

load your skeleton into the previewer first.

go to the actions panel and add a new action

name the action 'stance.Telelporter'

set essembles played to 1, set type to Room

Load in the animation

in the frames control box, set loops to 0, set start frame to 2, end frame to 3.

create another action and name it 'stance.Teleporter'

set essembles played to 0, set type to 'avatar'

load in a idle stance for the teleporter action.

seems a little long winded doesn't it? but that will work. Then you'd just do the same thing for a return animation. giving it a unique name like 'seat.Teleporter1'

Sense the base movement animations are only 3 frames they really wont add to the overall file size. One could go to the efforts of making more complex 'teleport' animations however, like the avatar being zapped, then they go poof to the new spot and do a little relieved action when they arrive. This would add abit to the over all file size though.

Just one method to make it work.
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PostPosted: Sun May 10, 2009 3:08 pm    Post subject: Reply with quote

I wouldn't call it cheating - sounds exactly like how I'd do it. Or I think it does - I read the first half and it sounded like what I've done in the past. Smile

I believe I had some troubles getting the Handle nodes to be where I wanted - they had to be at the same level of the node hierarchy or deeper nested. That is:
Root
---- node.Room
-------- seat01.Standing
-------- seat02.RoomTeleport
-------- seat03.Sitting
---- Handle01
-------- Handle02
-------- ExtraNodeForSomething
------------ Handle03

I believe Handle02 and Handle03 will work because they're at the same level as their matching numbered seat (or deeper in the nesting). But Handle01 won't work - it won't show the handle node where you've got the node. It messed me up because I didn't want, at first, to animate the Handle01 node but *had* to nest it farther down for the handle to work - which also meant it got animated.

And thankfully, all of these "stance" animations work in previewer! Makes testing a lot easier.

-ner
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PostPosted: Sun May 10, 2009 4:15 pm    Post subject: Reply with quote

well the node hierarchy should be simular to what follows for my above description of how to do it:

skeleton.room
--Catcher01.Standing
--Catcher02.Standing
--Catcher03.Standing
--Handle01
--Handle02
--Handle03
--Handle04
--Handle05
--Pitcher01.Standing
--Pitcher02.Standing
--Pitcher03.Standing
--Seat01.Standing
--Seat02.Standing
--Seat03.Standing
--RoomDummy
----TransportDummy1
------Catcher04.Standing
------Pitcher04.Standing
------Seat04.Transport01
----TransportDummy2
------Catcher05.Standing
------Pitcher05.Standing
------Seat05.Transport02

RoomDummy isn't always needed depending on the animations but sometimes its good to stick on in there just to insure there aren't any problems down the line.

all handles - set to a child of skeleton.room
transport spots set to children of there dependant 'transportdummy' which would be the animated dummy nodes.
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PostPosted: Sun May 10, 2009 6:13 pm    Post subject: Reply with quote

well ... that didn't work either.... crappers... starting to get abit frustrated with it...
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PostPosted: Sun May 10, 2009 6:20 pm    Post subject: Reply with quote

Tried it like you were saying too and still got null....

skeleton.room
--room.node
----handleholder
------handle04
------handle05
----dummytransport01
------catcher04
------pitcher04
------seat04
----dummytransport02
------catcher05
------pitcher05
------seat05

again null... arrggg....
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PostPosted: Sun May 10, 2009 7:21 pm    Post subject: Reply with quote

ok... so...

i've tried moving seats...
i've tried using Animations to move them...
i've tried using Place holders for the 'handles'
i've tried morphs to move them...

the results are always the same... the camera is left behind... its really got under my skin now...

was trying to do this so i wouldn't think about my damned cat and his jail break (no he still hasn't been found)... now all this has done is raised my frustration levels... grr...

I'm giving up for now... arg... I know its something simple I'm just overlooking it...
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PostPosted: Mon May 11, 2009 5:30 am    Post subject: Reply with quote

the camera averages between the hangle and the seat, so to get the cam to follow you need to animate the handle to move to where the seat dose also

but theres also the ability to use extra camera nodes, if you figure out how the hell to use a specific camera position with a seat let me know as i realy could do with knowing that one! (me and half the sketchup community in imvu ^_^ )

best of luck claeb Smile
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PostPosted: Mon May 11, 2009 10:15 am    Post subject: Reply with quote

neo1471 wrote:
the camera averages between the hangle and the seat, so to get the cam to follow you need to animate the handle to move to where the seat dose also

but theres also the ability to use extra camera nodes, if you figure out how the hell to use a specific camera position with a seat let me know as i realy could do with knowing that one! (me and half the sketchup community in imvu ^_^ )

best of luck claeb Smile


heh i just pointed ChainsawLicker to you to ask a question in this thread

Hrm... multi cameras eh? never tried having more then one camera... maybe if I take a secondary camera and set it as a child to the seat node it will zip the camera off to the seat position... thats a good idea Neo, I hadn't tried that yet Very Happy *gives neo a box of cookies* Very Happy *runs off to try it* this might actually work, course i'll have to reset everything in the scene first heh... thanks for the suggestion neo!
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PostPosted: Mon May 11, 2009 1:01 pm    Post subject: Reply with quote

well I've tried the multi camera thing, but had no luck... however... I do believe i figured out exactly how wystler did his...

I found his base hotel and started playing with it in the previewer, just for kicks to see how the motion is happening. with the motion slowed down one can see that ... when you click the 'handle' on the elevator wall the avatar itself is jumped strait to the floor, meaning the seat node / catcher / pitcher are in place to to 'destination' point.

Now the camera, its left behind in his too, but, he resolved the issue, it seems by animating the camera to move to the location of the avatar... with the animation slowed you can see the camera zooming into the point that the avatar is at after they've clicked the handle.

Now he's not using any morphs, just a animation for each seat spot as shown below:



so with the visual of the room, slowed animations and being able to see whats happening with each click, it makes me believe that the animation isn't controlling the avatar or the handle, but rather controlling the camera. As you can see from the above snips, there are no morphs attached to the actions either so its not controlled by a morph.

watching it in the previewer you will see the same thing, the avatar is already at the location while the camera zooms in, note if you derive the main hotel room yourself you might have to slow the animation speeds to get the feel of it.


so... im gonna play with it and try setting a animation for the camera like I think he's done here and see what happens... the one thing that confuses me though is the multiple handles.. hrm.. can a seat have more then one handle assigned to it? interesting, i'll have to play with that as well...
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PostPosted: Mon May 11, 2009 2:29 pm    Post subject: Reply with quote

Hey guys,

Really, all I did was animate the seat and the handle node.

Here's how it worked...

-Inside the elevator I placed a regular seat node or two without handles so that the clickable defaulted on the seat node... This was so that folks could step into the elevator.

-Then I placed more seats in the elevator - one for each floor, but the handles were placed where the buttons on the elevator panel were.

-When the button was clicked, then the user is put onto the corresponding seat node in the elevator, followed by an animation...

-The animation moved all of the seat nodes, all of the handles, as well as a node linked to the geometry of the elevator.

*it's very important* that the handle be moved with the animation as this defines where the user's gaze will end up exactly.

Hope this helps,

-Whystler
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