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I have to disagree slightly - it's not what it can't do, it's what it doesn't do - it's not impossible to make stopallanims also reset joints as well as halt animations, it just doesn't, because joint movement wasn't a actually expected to be possible when stopallanims was made. But now that many people are doing it, it should. As for avatars with custom spines using the stopallanims, their AO would most likely re-deform them as soon as they take a step.
stopallanims would be expected to do just as it's named- stop every animation, back to how you would be if you relogged. Butbut...think of the dragons!
Heh, I actually agree, the reason stopallanims doesn't reset joints is because it wasn't thought to be ever necessary. Actually, I say let's just not change 'stop all anims' but add a 'reset joint offsets' menu entry. It sounds more consequent and proper to me. Well to me the problem is not from the "stop all animation" but the whole animation system.
I mean youre joints get broken when the anim starts. It SHOULD get repaired when it stops. So to say automatically reset the joints moved by an animation everytimes this animation stops. This would also fix the stop all anims, and avoid the use of undeformers. depending on the animation the same thing happens even though it is a rotation only animation, stop animations just stop the animations, regardless of the position the avatar is, what happens often with rotation animations is that a few moments later one of the default anims kicks in and moves the avatar to a more "normal" position, with the hacked distorted anims it is the same way, once they're stopped, the last value stays untill it is replaced, but there isn't any offset values on the default anims, so they just stay, but because LL's current implementation of BVH files (miss)interpreter, there are a few quirks here and there that causes small differences in the behavior of offset animations in comparison with rotation based animations here and there
hm, another entry I would think I was watching (I kinda don't remember seeing this, but since I already got a comment here I would expect I also hit the Watch link as I always do) ...
anyway, to my comment, should this be marked as a duplicate of VWR-2374 since it includes the part about fixing deformations properly? I am a Wyrm on that world and also a tiny. To mess with the item would cause drastic things to happen...and I don't think you want an angry dragon on your paws. The only way to fix the problem with this thing is to do it the right way. Do it the wrong way and you will cause the hard-working vendors to lose money due to your negligence. Fix it the right way, not the pissed off way.
Windchaser Rhode, IoW Guide, EC Guardian I understand no one would want to make animations to work any differently, that would break content, This feature request is simply that they properly reset when you pick stop all animations. If you are a tiny or dragon avie, you should know better than to use it.
Right now, to do the same thing, you have to relog. Relogging shouldn't be required, stop all animations should put you back to default without needing a relog to get rid of deformed animations. |
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It's also the reason why there are counter-animation freebies that fix the deforms. They work the same way as the deform animations, except that they use tiny tiny offsets to fix things back.
Also: There are avatars our there by now that use deform animations for their overall shape. Huge dragons and the like. if animation stoppers would kill the deform anims..ow. I hear breaking dragon spines ;P