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#1
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Additional file...
Please find additional file posted... I do apologise for not attaching this file earlier.
Kind Regards, Iwan |
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#2
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Your sample script still does not do anything. Can you post a fully working script that I can immediately run and witness the problem. For example, there is no viz.go() statement in your script. Even when I added the viz.go() the ducks never start any actions and I don't see any key commands to initiate them.
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#3
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Hi,
I do apologise for making you running around in a circle. I did not explain the script fully. I tried to post the full code, but this forum refused it, being too lengthy. What I posted previously was a module of a bigger simulation program. You need to add viz.go() as well at the end of the program. I do apologise.... T_T You may use these following these commands (in the terminal window) to make them run... controlAction() stiltsAction(), and stumpsAction() ..to make them run. I just found the solution. I increased the spacing between the movement points and it works just fine. Apparently, my spacing between points were too small. I Increased the spacing and it works really well. Thank you. Kind Regards, Iwan |
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#4
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Hi,
The current walkTo always restart the animation whenever a walkTo point is reached. Therefore, it gives impression of a jagged movement with lot of walkTo points in the scene. Is there a way to use walkTo without having re-starting the animation at a new point? i.e. Getting a an avatar to run along given points without walkTo reset animation at every points. Thank you kindly. |
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#5
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You can manually set the animation of the avatar and use vizact.goto instead of vizact.walkto. Once the final destination has been reached you can clear the animation manually.
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#6
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Hi,
Yes, goto works fine. But it doesn't rotate the direction of the avatar automatically. I better stick with walkto. Thank you for your replies ![]() Kind Regards, iwan |
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#7
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The next release of Vizard will allow specifying None as the walk animation, which will not affect the animation state.
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