Footstep Sound Regions

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Re: Footstep Sound Regions

Postby Jojon » Sun Jun 29, 2008 11:37 am

Trylon wrote:If an object is an Actor, it's Coordinates/Rotation/Scale will be transferred to Uru (And the object will be movable/rotatable/scalable), and if it is not, then PyPRP applies the object's Coordinates/Rotation/Scale to the mesh data before exporting it to Uru. The object's base coordinates will always be 0,0,0 for those objects.


Hmm, so (hope I'm not draining your patience too badly), am I to conclude that the reason we have this problem, is that regions are actors and hence pyPRP does not apply their object transformation data, BUT Plasma doesn't use the coordinate interface to transform the invisible geometry for these particular classes, seeing them as statics? (In which case, I suppose, we would not be able to move the regions about and would, for say a moving bridge, have to use either multiple switchable regions, or a subworld).

Or are you perhaps saying that the need to apply changes is a thing of the past and is not necessary with current plugin releases?
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Re: Footstep Sound Regions

Postby Trylon » Sun Jun 29, 2008 12:02 pm

Well you can decide if regions are Actors or not yourself, by pressing the button I mentioned.
In my experience, Actor regions work just as well as Non-Actor regions.

Just be sure to make your region an actor if you want to move it around.

Jojon wrote:Or are you perhaps saying that the need to apply changes is a thing of the past and is not necessary with current plugin releases?

There was a bug in pre-1.0.0 versions of PyPRP where regions wouldn't be exported correctly when scales and stuff were set, but to my knowledge, that was fixed with the major rewrite that became version 1.0.0. So yes, as far as I know, the need to apply changes is a thing of the past.
One day I ran through the cleft for the fiftieth time, and found that uru held no peace for me anymore.
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Re: Footstep Sound Regions

Postby Jojon » Sun Jun 29, 2008 12:18 pm

Ah, I was under the impression that "Actor" simply meant "something that does something", rather than "something that moves about" and thus (here comes the world) -assumed- that *all* regions would be actors. :P (and the PC is tied up, so I didn't go check first, although I might have had a look in the wiki for that info).

About the second part of your answer:

Frits: You can safely forget everything I said, it seems. :9
It still contains some useful concepts to keep in mind, though, so it's probably not an entire waste of time -- you may enjoy the ability to parent objects to other objects, when you start animating, since it provides you an easy way to do hierachical animation - say spinning wheels as children to a moving trolley, or something. :7

EDIT: Oh, thanks Trylon, by the way. :7
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Re: Footstep Sound Regions

Postby Trylon » Sun Jun 29, 2008 12:30 pm

Frits,
from what you wrote, I figured that your region worked only when the avatar touched the edge of the region.
One thing you can do is make the region so that the avatar always touches one of it's edges, either the top or bottom of it.
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Re: Footstep Sound Regions

Postby Frits » Mon Jun 30, 2008 4:54 am

Thanks guys for all your explanations. Most of it I understand.
The 3d transform manipulator, very handy tool if I may say so.
I have to study the Actor thingy I think.

Jojon;
maybe a stupid question, but how can I "apply" any changes, made to the object, to the mesh? Is there som button for this?

Trylon;
to clarify what I wrote;

Image

Touching point 1, nothing happens.
Touching point 2, the woodbridge sound is activated.
Touching point 3, the woodbridge sound is deactivated.
Touching point 4, nothing happens.
Same from the other end,
4 nothing happens
3 sound activated
2 sound deactivated
1 nothoing happens

Regards,
Frits
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Re: Footstep Sound Regions

Postby Trylon » Mon Jun 30, 2008 7:38 am

Frits, can you give me a side view of that pictuer in your previous post?
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Re: Footstep Sound Regions

Postby Frits » Mon Jun 30, 2008 8:03 am

That is the first picture in my first post.

I have done some testing, when I rotate more then about 25 degrees (Z either way) then the problem happens.

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Re: Footstep Sound Regions

Postby Trylon » Mon Jun 30, 2008 9:01 am

Hmm, well,
do you have the "Actor" button pressed?
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Re: Footstep Sound Regions

Postby Jojon » Mon Jun 30, 2008 9:46 am

Frits wrote:...how can I "apply" any changes, made to the object, to the mesh? Is there som button for this?

In object mode, with the object selected: Menu: Object->Clear/Apply->"Apply Scale/Rotation to ObData"

The hotkey is ctrl-A. This hotkey also gives you access to one other option, so a little menu will pop up.

However, from what Trylon wrote above, you shouldn't need to do this -- my wrong (maybe worth a try anyway, though, if we fail to figure out something else). :7
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Re: Footstep Sound Regions

Postby Frits » Tue Jul 01, 2008 2:03 am

Trylon,
the Actor button was pressed, I think this goes automaticaly?

Jojon,
thanks for your explanation, again I have learned something.

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