ACS Animations

Dropping a single animation in the prim is all the setup you need to do to be able to sit and operate the vehicle. The rest is cake. You need at least one animation in your root prim for the driver. If you have any passenger prims, you need at least one animation in each of those along with a Passenger Prim script.

Optionally, you can assign more animations for any combination of up to ten different "states" that are triggered by the ACS scripts at different times. For example, you can assign an animation to the Reverse state that is activated when you go into reverse gear. If there is also a reverse animation assigned in passenger prims, the animation will change for the passenger as well.

For the park state, seated with the engine off, you can set up a list of multiple animations. While parked, these can be changed by arrow keys or the driver menu. Your passenger(s) animations can also be synchronized to these driver park animations, making it easy to set up couples (or group) animations.

Driver prim and each passenger prim can support up to 31 individual animations.

Multiple Animation Set Up

Animations are assigned and activated by using a keyword system in the animation name, so you need animations that are previously named properly or that you have the permissions to rename.

For example, if you add an animation with the Left keyword in its name to the vehicle root, the vehicle will now trigger that animation when turning left. If there is one assigned with the Left keyword in a passenger prim, the animation will also change in the passenger prim.

You do not need to and may not want to use animations for ALL states. You can use just one or any combination of states but you must at the least have a drive/ride animation active.

Your drive or ride keyword pose should be the first one you place in the vehicle root. It should also be the first one added to any Passenger Prim.

The vehicle will tell you what state it assigns the animation to when you drop it in. If you aren't certain they have assigned correctly, remove all animations from the prim and start over.

  • drive or ride will assign the animation to the normal driving/riding state. If you have more than one animation at all, you need this assigned.
  • idle for the idle state, when the engine is idling.
  • park for the primary park animation. Adding multiple park animations will give you a whole selection that the driver can change while in the park state.
  • reverse for the reverse gear pose. This activates when switching to reverse gear. (This does not trigger when hitting back arrow while in Arcade Reverse mode.)
  • left and right for left and right steering/turning/leaning poses.
  • start for a start animation that plays when starting the engine. You can also adjust the length this animation is played at the top of the Root Settings script.
  • wheelie for a wheelie animation that plays when you activate a wheelie. You can also adjust the length this animation is played at the top of the Root Settings script.
  • shift for an animation that is briefly triggered for the driver when changing gears. Unlike the other animation states, Passenger Prim scripts do not have a shift state.
  • flight for an animation that is activated in flight mode.

Removing animations from the vehicle will de-activate them automatically.

Passenger Prim

The passenger prim uses the same keyword drop-in assignment as the root prim, and will automatically synchronize animations based on keyword to the root prim assignment.

The passenger prims script will also automatically synchronize park poses with those in the root based on the order in which they are placed in the prim.

See: Passenger Prim

Animation time for start and wheelie

If you have a start or wheelie animation, you may want to adjust the time it is played back before reverting to the normal animation. This is set (in seconds) at the top of the Root Settings script:

float           Start_Length       =  4.5;
float           Wheelie_Length     =  1.0;

Animation Adjustment

Once active, each animation can have its position and rotation individually adjusted from the menu. This is to line up animations rendered at different positions within an animation bounding box.
The way SL behaves, changing position coordinates can be jarring. In order to guarantee smooth transition between one animation and the next, it is best that they are rendered in the same original hip height position.
For park, flight, or start state animations which are triggered when the vehicle is not in motion, this isn't as critical.
Animations which must constantly flow between states such as drive, idle, left and right ought to be rendered at the same hip height/position.

Under ideal circumstances every animation in the vehicle is rendered at the same hip height/position. In that case, one does not need to individually adjust each animation, and changing the positions for the entire set any time an adjustment is made would be preferred, requiring less clicks for the user and less chance they will "mess up" the animation positions. This is a more professional option but requires your entire set of animations be rendered to match each other.

To enable the simplified adjustment, at the top of the Root Settings script set Single_Position value to TRUE.

integer         Single_Position =   TRUE;

This sets not just the root sit, but the Passenger Prim scripts to a simplified single adjustment mode.