#1
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avatar animations
Hi,
I was using the avatar animations (for example, the sit and the shot) and the avatars always return to their original standing position after completing their animation. For example, if I use viz.act(sit) the avatar will sit down, then pop up back to their original standing position and stay there. If I use viz.state(sit) the avatar will sit down, return to their original position, and continue repeating this. How you you make the avatar sit down and stay there? So whether I used viz.act or viz.state, I can't seem to get the avatar to do their action (sit or get shot) and then stay where they are (sitting or lying on the ground). How do you get them to stop returning to their original position every time? Thanks. |
#2
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Hi,
Currently, the only way to do this is to use the avatar.speed command. When you set the speed of an avatar to 0, it will effectively freeze it. I wrote a very short script that shows how to do this. Press the spacebar to activate the animation of the avatar being shot. Once the animation is activated, a timer will be set to expire when the animation is over. The timer will then freeze the avatar. Code:
import viz viz.go() FREEZE_AVATAR = 0 male = viz.add('male.cfg') male.rotate(180,0,0) viz.move(0,0,-8) def onkeydown(key): if key == ' ': #Perform the action male.act(7) #Start a timer to freeze the avatar when the action is over viz.starttimer(FREEZE_AVATAR,male.getduration(7)) viz.callback(viz.KEYDOWN_EVENT,onkeydown) def ontimer(num): if num == FREEZE_AVATAR: #Freeze the avatar male.speed(0) viz.callback(viz.TIMER_EVENT,ontimer) |
#3
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still stuck
I tried running this piece of code and the avatar stood back up. Have you found any other methods of "freezing the avatar"? Also, I'm trying to run the animation of someone getting shot then laying on the ground. I'm not sure if that's different from the sit and shot animation.
Thank you, Last edited by betancourtb82; 02-15-2006 at 04:56 PM. |
#4
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Hi,
Try replacing the starttimer code with the following instead: Code:
viz.starttimer(FREEZE_AVATAR,male.getduration(7)-0.1) |
#5
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Yes, I did viz.starttimer(FREEZE_AVATAR,(male.getduration(7)-.06).
By the way, how do you enter code into this forum? I'm sorry I'm asking so many questions, but you have been very helpful. I would like to show you the code I'm working on, but don't know how to format it. Thanks |
#6
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Nevermind that last question, I just figured it out. Now for my real question. The reason I'm writing this code is to create a scenario where someone falls when they get shot (i.e. a projectile hits the avatar, activated by a mouse click). I have modeled my code from the duckcourt demo but can't get the enemy to stay on the ground when shot. I'm thinking it has to do with the way the avatar is "viewed" by the program. I was wondering if you could help me figure out how to distinguish between each element in the array and denote who's getting shot. For now I would be happy just being able to click on the avatars in this code and have them fall and stay down. I think I can go from there. Thanks again
Code:
import viz viz.go() avatars = [] FREEZE_AVATAR = 0 #Go through a loop six times. for i in range(4): #Each time you go through the loop, create a new duck and male = viz.add('male.cfg') male.translate(-i, 0,10) male.rotate(180,0,0) #Add the new male to the "avatars" array. avatars.append(male) def onkeydown(key): if key == 'r': print 'R pressed' # Kill timer FREEZE_AVATAR viz.killtimer(FREEZE_AVATAR) male.clear(viz.ALL) male.clear(viz.CURRENT_ACTION) male.state(1) viz.callback(viz.KEYDOWN_EVENT,onkeydown) def ontimer(num): if num == FREEZE_AVATAR: #Freeze the avatar male.speed(0) viz.callback(viz.TIMER_EVENT,ontimer) def onmousedown(button): #The mouse button 'button' is being pressed if button == viz.MOUSEBUTTON_LEFT: #Perform the action male.act(7) #Start a timer to freeze the avatar when the action is over viz.starttimer(FREEZE_AVATAR,(male.getduration(7)-.07),1) #male.act(8) pass viz.callback(viz.MOUSEDOWN_EVENT,onmousedown) viz.mouse(viz.OFF) Last edited by betancourtb82; 02-16-2006 at 11:58 AM. |
#7
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Hi,
The code below will create six avatars and allow the user to click on any of them to cause them to fall down and stay down. Let me know if anything is unclear. Code:
import viz viz.go() avatars = [] #Create six avatars for i in range(6): male = viz.add('male.cfg') male.translate(i,0,0) male.rotate(180,0,0) avatars.append(male) #Save avatar in list def onmousedown(button): if button == viz.MOUSEBUTTON_LEFT: node = viz.pick() #Get object that was clicked if node in avatars: #Check if object is one of the avatars node.execute(7) #Execute the "shot" animation #Create action to wait for the animation duration then freeeze the avatar WaitThenFreeze = vizact.sequence( vizact.waittime(node.getduration(7)-.06), vizact.speed_node(0) ) node.add(WaitThenFreeze) #Add the action to the avatar viz.callback(viz.MOUSEDOWN_EVENT,onmousedown) #Move viewpoint so that all avatars are visible viz.move(2.5,0,-10) #Disable mouse navigation viz.mouse(0) |
#8
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Collidesphere
I have this bit of code that I am using from the duckcourt example. I can't find anything on the help that deals with collidesphere. Where did that come from and what does it mean.
Thanks Code:
#Enable collisions with the ball based on a sphere shape ball.collidesphere(0.25) ball.isTarget = 0 collidables.append(ball) |
#9
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Hi,
The command tells Vizard to use a sphere with radius 0.25 when checking collisions with the objects using the collidingwith command. The collide functions are currently undocumented. Let me know if you want more information. |
#10
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I was wondering if you could help me out. I'm trying to add an animation where, if I click on an avatar, it falls to the ground and disappears. I got the falling part down, but I added the fadeReset sequence to try and delay the disappearing and it doesn't work out. Any ideas?
Code:
def onmousedown(button): if button == viz.MOUSEBUTTON_LEFT: node = viz.pick() #Get object that was clicked if node in avatars: #Check if object is one of the avatars node.clear(viz.ALL) node.clear(viz.CURRENT_ACTION) node.execute(7) #Execute the "shot" animation #Create action to wait for the animation duration then freeeze the avatar WaitThenFreeze = vizact.sequence( vizact.waittime(node.getduration(7)-.139), vizact.speed_node(0)) fadeReset = vizact.sequence(vizact.waittime(5),node.remove()) #vizact.sequence(vizact.waittime(2),avatars.remove(male),1) node.add(WaitThenFreeze) #Add the action to the avatar node.add(fadeReset) |
#11
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Hi,
The problem is that you are calling node.remove(). This function will immediately delete the object. In this example you need to create an action that will remove the node. Use the following code instead: Code:
fadeReset = vizact.sequence(vizact.waittime(5),vizact.call(node.remove)) |
#12
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I think it's working out but I do get some traceback errors. Here is the code:
Code:
def onmousedown(button): global i if button == viz.MOUSEBUTTON_LEFT: node = viz.pick() #Get object that was clicked if node in avatars: #Check if object is one of the avatars node.clear(viz.ALL) node.clear(viz.CURRENT_ACTION) node.execute(7) #Execute the "shot" animation #Create action to wait for the animation duration then freeeze the avatar WaitThenFreeze = vizact.sequence( vizact.waittime(node.getduration(7)-.14), vizact.speed_node(0)) #vizact.sequence(vizact.waittime(2),avatars.remove(male),1) node.clear(viz.ALL) node.clear(viz.CURRENT_ACTION) node.add(WaitThenFreeze) #Add the action to the avatar node.clear(viz.ALL) node.clear(viz.CURRENT_ACTION) fadeReset = vizact.sequence(vizact.waittime(1),vizact.call(node.remove)) node.add(fadeReset) i = 2; Code:
Traceback (most recent call last): File "C:\Program Files\Vizard25\viz.py", line 5916, in mytimer curAction.update(elaps,curAction._obj_) File "C:\Program Files\Vizard25\vizact.py", line 653, in update self.checkaction(object) File "C:\Program Files\Vizard25\vizact.py", line 629, in checkaction __endAction__(object,self.curAction) File "C:\Program Files\Vizard25\vizact.py", line 219, in __endAction__ object._action.notifyEndAction(action._obj_,action._actiondata_.callbackData,action._pool_) AttributeError: 'int' object has no attribute 'notifyEndAction' |
#13
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Hi,
Try the following instead: Code:
node.add(vizact.waittime(1)) node.add(vizact.call(node.remove)) |
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