multistagebehmod

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multistagebehmod

Postby D'Lanor » Mon May 19, 2008 12:28 pm

Is it possible to make a multistagebehmod? And what would be the alcscript for that?
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Re: multistagebehmod

Postby Trylon » Mon May 19, 2008 1:46 pm

Not yet, as far as I know.
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Re: multistagebehmod

Postby D'Lanor » Mon May 19, 2008 1:49 pm

Rats, there goes my idea for a default telescope quickscript.

Edit: Hmm, wait. What about the recently implemented sitting modifiers. Don't they require a multistagebehmod* ?



* Note for non prp manglers: a multistagebehmod is an event driven avatar animation sequence.
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Re: multistagebehmod

Postby Nadnerb » Mon May 19, 2008 2:10 pm

No, the sitting modifier is a single purpose class, whose only requirement is that it be activated somehow, usually by a clickable.
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Re: multistagebehmod

Postby greendragoon » Tue May 20, 2008 6:20 am

Forgive my ignorance, but what it a multistagebehmod?
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Re: multistagebehmod

Postby D'Lanor » Tue May 20, 2008 8:12 am

A multistagebehmod is an event driven avatar animation sequence (see footnote in my previous post).

If for example the avatar uses a telescope it goes through multiple animation stages. First the grab scope animation runs, then the hold scope animation. The next stage is the release scope animation. But it should not run immediately afterwards. It has to wait until the user gives the appropriate input for quitting the telescope.

This could probably be done with 3 oneshotmods as well. The global telescope Python file expects a multistagebehmod though.
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Re: multistagebehmod

Postby Nadnerb » Tue May 20, 2008 10:07 am

yeah, I ran into this a while back trying to put together the Cyan linking book popup sequence, which should allow standard linking books without the use of an additional python file. As a result, MultiStageBehMod has been partially implemented, but is not available through blender as it is not integrated with the export routine. It will be looked into.
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