Place To View

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Place To View // The Garage

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Post by Délé // Aug 18, 2007, 7:37am

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Here's another little tool as a result of the collaboration. This will take the selected object and place it at the current view. This can be good for dropping objects at the current view such as lights, cameras, etc..


Just select the object you want to have positioned at the current view and press "Place Object".


Note: After placing an object you might not be able to see the view widget. You can either use your middle mouse to pan out, or select the reset view button to reset the 3d view.


Edit: Fixed path problem. Now this should work online and in truePlay.

Post by 3dvisuals dude // Aug 18, 2007, 7:56am

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Way cool idea!!:)

Thanks!

- 3dvisuals dude

Post by frootee // Aug 18, 2007, 8:05am

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here it is. I took dele's avatar lock, added a timer and cube, etc.


to do though: start the timer using the trigger, then disable it at trigger time expiration


to use:


make sure time is reset to 0 on timer.

Then make sure you are pretty close to trigger in 3d view.

Start timer, go into FPN and approach trigger. The cube will be rising.

Hop on! Even after the time expires the cube (elevator) continues to rise.

That will be fixed.


quick question: how to access timer's start/stop control in script? It's probably in the node docs.


Froo

Post by Délé // Aug 18, 2007, 8:23am

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Reset Timer:
ScriptObject.RunCmd("Graph Package/conreset command", "Node", Space.CurrentScene() + "/Timer Event", "Con", "Time");

Start Timer:
Node.Value(Space.CurrentScene() + "/Timer Event", "Active") = -1;

Stop Timer:
Node.Value(Space.CurrentScene() + "/Timer Event", "Active") = 0;



Edit: Oh yeah, you'll want to make sure you reset the timer right before you activate in the script. This will ensure the timer starts from 0.

Post by frootee // Aug 18, 2007, 8:29am

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thanks! WOrks groovy! Much easier than looking it up myself. !


But I get the jerkiness that 3dv reported.

Post by frootee // Aug 18, 2007, 8:33am

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repost:

with dele's fix for the timer, but it jerks before rising up

Post by 3dvisuals dude // Aug 18, 2007, 8:46am

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Wow. I do appreciate all the work you guys are doing on this. I am having severe problems with trying the vertical versions though, the last one I had to resolve by bringing up the Windows Task Manager to end process on trueSpace! (three times)

I think I'll wait till you guys work out any issues this one may have, assuming it's not just me. This is all way cool stuff, only as a script beta tester I'm approaching it with an utterly inadequate system and ram, so you guys should probably be doing the beta tests rather than me to insure these are all working smooth for everybody else. My system is garbage for this.

Sorry, I will test them all but I hate to report problems that may just be me.

- 3dvisuals dude

Post by Délé // Aug 18, 2007, 8:51am

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Yeah, I got stuck too, but after the task manager came up I was able to stop the timer.


Not sure what you're doing in that scene there Froo. Why do you have a teleport trigger inside of the avatar lock trigger?


I probably should have mentioned that the triggers will only work at the top level. You can't have them inside of objects or encapsulated.


As for the jerkyness, not sure what's happening there. I'll try making a simple elevator and see if I get the same results. I'll post what I find.

Post by frootee // Aug 18, 2007, 9:07am

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So that's where it went! I could not get rid of it and forgot where I put it.


thanks!


froo

Post by frootee // Aug 18, 2007, 9:11am

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what's happening is, the jerkiness lasts for the same amount of time that the avatar is locked to the object. Then it moves smoothly.


froo

Post by frootee // Aug 18, 2007, 9:14am

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the timer is continuously reset for the duration of the lock.


gotta go for now... durnit...


froo

Post by 3dvisuals dude // Aug 18, 2007, 9:16am

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Here's another little tool as a result of the collaboration. This will take the selected object and place it at the current view. This can be good for dropping objects at the current view such as lights, cameras, etc..

Just select the object you want to have positioned at the current view and press "Place Object".

Note: After placing an object you might not be able to see the view widget. You can either use your middle mouse to pan out, or select the reset view button to reset the 3d view.

I was just thinking again about this cool new tool of yours Délé...

You may want to post this in the various truePlay Meeting posts. The reason I say that is that lots of times when folks are in those Meetings they drag objects from their Object Library Stack into the common scene but when those object then appear in that common scene they often appear in difficult to see areas or appear inside other existing scene obects when introduced.

It may be really handy for everyone in that specific regard.

Just a thought.

- 3dvisuals dude

Post by 3dvisuals dude // Aug 18, 2007, 9:17am

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the timer is continuously reset for the duration of the lock.

gotta go for now... durnit...

froo
Thanx for trying Froo...

We'll nail this bugger and lots more this week!

Thanx

- 3dvd

Post by Délé // Aug 18, 2007, 9:31am

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Where did you put the script that resets the timer Froo?


Well, here's my tests. The first scene has two triggers. One activates the elevator, the other locks you too it. The ride is still a bit jerky as I mentioned in another thread. We have to be very careful with the lock trigger, so it will be a little tricky to get it to work smoothly with an elevator. May have to construct a way to move the trigger around a bit so it won't keep you stuck in loop.


The other scene is a simple elevator run with a trigger. It's a little jerky on the way down, but otherwise is perfectly fine. That just works off of collision detection.


We don't really "need" to lock avatars to elevators. That was just an attempt to smooth out the ride. The lock turned out to be a little jerky itself, so it may just be more useful in scenarios where the "carriage" turns upside down or moves really fast.


The lock may work better for elevators as a button instead of a distance trigger too. That's something else I was going to work on. Make all of the triggers work via buttons.

Post by 3dvisuals dude // Aug 18, 2007, 9:48am

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Awesome! Thanks Délé!

I see your point about no real "need" for locking in an elevator instance too. I had just thought originally that a relational object control would be free of all related collision jerking by it's very nature, but apparently there are some issues we still have to identify which still contribute to that "jerkiness." Maybe one of the Caligari Devs will have a way to help us overcome that in time.

The vital thing though has been accomplished. By creating all these (very fun) proof of concept examples which are all already useable tools for us all, you are paving the way for some really innovative stuff here. It's extremely exciting for a dreamer like me who sees so many awesome ways to use these all!

I'm really looking forward to this coming Tuesday's "Script Hookup" meeting with you, I may even bring a few bottles of virtual bubbly!:D

Thanks guy,

- 3dvisuals dude

Post by frootee // Aug 18, 2007, 12:44pm

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Hi Dele.

I put the script in the wrong place: Avatar Lock Trigger / Lock Avatar


What I think is happening is this:


the timer outside is getting reset continuously, because the timer inside the Avatar Lock Trigger has a period of 15 (ms?) so that means my outside timer is getting set ever 15 (ms?). What I really need is for the timer to be reset one time only, so the elevator is reset just once. I say this about the repetitive reset because the jerking stopped as soon as the Avatar Lock Trigger timer expired. Then again, the avatar was also disconnected from the cube at that time.


The reason I had that other trigger in there before is because I was trying to do what you mentioned in this post: create another trigger for the outside timer. I was not sure how to do that.


Question: Is a trigger just a modified proximity sensor? I could not find a trigger in the libraries; I think you made these... were they made starting with a proximity sensor?


thanks,


Froo


Where did you put the script that resets the timer Froo?


Well, here's my tests. The first scene has two triggers. One activates the elevator, the other locks you too it. The ride is still a bit jerky as I mentioned in another thread. We have to be very careful with the lock trigger, so it will be a little tricky to get it to work smoothly with an elevator. May have to construct a way to move the trigger around a bit so it won't keep you stuck in loop.


The other scene is a simple elevator run with a trigger. It's a little jerky on the way down, but otherwise is perfectly fine. That just works off of collision detection.


We don't really "need" to lock avatars to elevators. That was just an attempt to smooth out the ride. The lock turned out to be a little jerky itself, so it may just be more useful in scenarios where the "carriage" turns upside down or moves really fast.


The lock may work better for elevators as a button instead of a distance trigger too. That's something else I was going to work on. Make all of the triggers work via buttons.

Post by frootee // Aug 18, 2007, 12:52pm

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well, if collision is causing the jerking we can just disable physics for the avatar during the ride, for elevators, roller coasters, etc. FOR THE AVATAR ONLY, just keep it attached to the object, which does participate in physics. That would take care of the jerking effect.


Froo

Post by Délé // Aug 18, 2007, 1:10pm

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Froo,

Yes, if you had the script hooked up to the timer, it was updating every 15ms. It's kind of cool actually. You can set a timer to whatever interval you want and link the control from the timer into a script to make that script trigger in those intervals.

I am using the "Distance Trigger" in the "Tutorial Objects" library for the triggers. There are two inputs inside it (Activate, Deactivate) where you can place code to activate scripts or timers or whatever.

Post by Délé // Aug 18, 2007, 2:25pm

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Yeah, any horizontal movement needs a carriage of some sort so the avatar can collide. A sideway escalator would probably be a good candidate for the Avatar Lock Trigger.

What I would do is set up an invisible cube to move across the escalator using the "Animation Trigger I". That way it will trigger the cube to move across the escalator when you go into the trigger only. Set that trigger at the entrance of the escalator.

Then set up the "Avatar Lock Trigger" in the exact same place as the "Animation Trigger I" with the same active radius. Link the cubes wld matrix into the Avatar Lock Trigger. Then set the "offset" and "Time" on the Avatar Lock Trigger so that the avatar rides all the way across the escalator in the right spot and drops off at the end.

Do you want me to whip up a quick example?

Edit: Oh, you deleted your post. Well, that's what I would have said. :)

Post by 3dvisuals dude // Aug 18, 2007, 2:35pm

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well, if collision is causing the jerking we can just disable physics for the avatar during the ride, for elevators, roller coasters, etc. FOR THE AVATAR ONLY, just keep it attached to the object, which does participate in physics. That would take care of the jerking effect.

Froo

EXCELLENT. I was pretty sure this could be done but have no idea how to do it. This specific function is critically important in a few other "wild" ideas of mine you guys haven't even heard yet.:D

- 3dvisuals dude

Post by 3dvisuals dude // Aug 18, 2007, 2:42pm

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One quick question Délé,

I have been unable to activate some of these most recent scripts due to javascript pertaining to paths it seems, specifically "/D3D/". Although these don't throw me out of TS or even the active scene, they are only a problem in truePlay, not in trueSpace 7.51. I tested that trigger currently in the new truePlay meetingroom with the same popup error reports too. Not sure who placed that there but it may really confuse some truePlay users who encounter it if they get the same result as me. Is this just me?

- 3dvisuals dude

Post by frootee // Aug 18, 2007, 2:51pm

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DOH! The reason I deleted my post was because I answered my own question. I'm a little tired so I forgot the question! But I know I found the answer, and it was in one of your posts or scenes I think. ... I hate when that happens.


regarding the elevator, going up is fine with collision, going down is bad, because the elevator is falling at a constant rate, while avatar is falling due to gravity (acceleration) it seems; so what happens is, the elevator falls. Then the avatar's feet are a bit higher than the elevator, so the avatar falls, and lands. And that repeats.


So, with gravity, all things fall at the same rate. So what we could do is let both the avatar and elevator free fall, with a lower gravity, and identical fall speed.


Froo

Post by frootee // Aug 18, 2007, 2:52pm

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3dv,
I think trueblue mentioned something about this a couple hours ago in a post. :-D

Post by 3dvisuals dude // Aug 18, 2007, 2:54pm

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3dv,
I think trueblue mentioned something about this a couple hours ago in a post. :-D
Sorry... my bad, I'll go hunting then!;)

- 3dvisuals dude

Post by 3dvisuals dude // Aug 18, 2007, 2:56pm

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DOH! The reason I deleted my post was because I answered my own question. I'm a little tired so I forgot the question! But I know I found the answer, and it was in one of your posts or scenes I think. ... I hate when that happens.

regarding the elevator, going up is fine with collision, going down is bad, because the elevator is falling at a constant rate, while avatar is falling due to gravity (acceleration) it seems; so what happens is, the elevator falls. Then the avatar's feet are a bit higher than the elevator, so the avatar falls, and lands. And that repeats.

So, with gravity, all things fall at the same rate. So what we could do is let both the avatar and elevator free fall, with a lower gravity, and identical fall speed.

Froo
Quick note - the rate of descent is settable per object in the LE.

Post by Délé // Aug 18, 2007, 3:00pm

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Are all of the triggers not working in truePlay, or only specific ones? Is it just online that they break? Do they work locally in truePlay?


I'll take a look. I may need to adjust the path in the scripts to account for that. I hadn't tested them in truePlay, only trueSpace. I'll take a look and see if I can figure out how I need to change the path to get them to work.

Post by 3dvisuals dude // Aug 18, 2007, 3:07pm

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Are all of the triggers not working in truePlay, or only specific ones? Is it just online that they break? Do they work locally in truePlay?

I'll take a look. I may need to adjust the path in the scripts to account for that. I hadn't tested them in truePlay, only trueSpace. I'll take a look and see if I can figure out how I need to change the path to get them to work.

I haven't tested all of them in truePlay either so I'm not sure. Frootee mentioned that trueBlue posted something about the script paths (today I think) so you may want to do a quick search via trueBlue's name link for recent posts by him to find it, I haven't done that yet.

There's so many new ones to test here from everyone I wouldn't know where to start!:o

- 3dvisuals dude

EDIT: here's that link
http://forums1.caligari.com/truespace/showpost.php?p=44718&postcount=1
Don't know if this will help though...

Post by Délé // Aug 18, 2007, 3:15pm

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Thanks 3dvd. What trueBlue was referring to there is something different. I tested the teleport script and I see what you are referring to now. The "EyeCamera" is what Norm showed us to manipulate to adjust the Avatar. It appears that the path to that camera is different in truePlay for some strange reason. I guess we'll have to find a different path for truePlay.

Post by 3dvisuals dude // Aug 18, 2007, 3:23pm

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Thanks 3dvd. What trueBlue was referring to there is something different. I tested the teleport script and I see what you are referring to now. The "EyeCamera" is what Norm showed us to manipulate to adjust the Avatar. It appears that the path to that camera is different in truePlay for some strange reason. I guess we'll have to find a different path for truePlay.

Oh good... I was hoping it was something simple like that, It occurs in the teleport and avatar lock rsscn's, haven't tested all the others yet but I just tested those.

Post by 3dvisuals dude // Aug 18, 2007, 3:34pm

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Thanks 3dvd. What trueBlue was referring to there is something different. I tested the teleport script and I see what you are referring to now. The "EyeCamera" is what Norm showed us to manipulate to adjust the Avatar. It appears that the path to that camera is different in truePlay for some strange reason. I guess we'll have to find a different path for truePlay.

Yeah it seems whenever the "lock" is used it occurs due to the path is all. The simple elevator rsscn file works great in truePlay for instance, and is really cool in spite of the minor buffeting on descent, so we're definitely off to some really good beginnings with all these things... just a few potholes to fill in and we're golden!:D

Thanks for all this stuff, when people here really start to get a grasp of how cool it will be for them to use these in their own scenes, we're gonna see a sudden rise in some way nice interactive scenes here from everyone!:)

- 3dvisuals dude
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