{"id":3252,"date":"2021-02-21T14:20:31","date_gmt":"2021-02-21T21:20:31","guid":{"rendered":"http:\/\/artistedancediva.co.uk\/wp\/?p=3252"},"modified":"2021-02-25T01:45:33","modified_gmt":"2021-02-25T08:45:33","slug":"palette-reference-05-part-1-thrower-overview-thrower1-thrower2-thrower3","status":"publish","type":"post","link":"https:\/\/artistedancediva.co.uk\/wp\/?p=3252","title":{"rendered":"Palette Reference \u2013 04 \u2013  Thrower &#8211; Part 1 &#8211; Overview"},"content":{"rendered":"<h6>Artiste Thrower<\/h6>\n<p>A <strong><span style=\"color: #0000ff;\">throw<\/span> <\/strong>is meant to provide the ability for a <strong><span style=\"color: #ff00ff;\">performer<\/span><\/strong> to <strong><span style=\"color: #ff00ff;\">interact<\/span> <\/strong>with propelled <strong><span style=\"color: #ff00ff;\">objects<\/span><\/strong>.<\/p>\n<p>You could <span style=\"color: #ff0000;\"><strong>sail<\/strong><\/span> an object across a room like a <strong><span style=\"color: #ff0000;\">frisbee<\/span><\/strong>.\u00a0 You can <span style=\"color: #ff0000;\"><strong>land<\/strong> <\/span>an object onto another object.\u00a0 You can <strong><span style=\"color: #ff0000;\">stop<\/span> <\/strong>an object in mid-flight.\u00a0 You can propel an object, causing it to <strong><span style=\"color: #ff0000;\">knock<\/span> <\/strong>over one or more objects.\u00a0 \u00a0You can case a propelled object to <strong><span style=\"color: #ff0000;\">break<\/span> <\/strong>another object into pieces. You can <strong><span style=\"color: #ff0000;\">tumble<\/span> <\/strong>an object end-over-end.\u00a0 You could <strong><span style=\"color: #ff0000;\">bounce<\/span><\/strong> an object off the floor.\u00a0 You can <strong><span style=\"color: #ff0000;\">catch<\/span> <\/strong>a thrown object using a &#8216;catcher-like&#8217;\u00a0 feature or the attach feature.\u00a0 You can <span style=\"color: #ff0000;\"><strong>change<\/strong> <strong>speeds<\/strong><\/span> in mid-flight.\u00a0 \u00a0It is bounded only by your imagination.<\/p>\n<p>A <strong><span style=\"color: #0000ff;\">throw<\/span> <\/strong>command starts a <span style=\"color: #ff00ff;\"><strong>throw<\/strong> <strong>sequence<\/strong>.<\/span>\u00a0 A <span style=\"color: #0000ff;\"><strong>throw<\/strong> <\/span>is the propelling of an object based on either <strong>gravity<\/strong> or a targeting.<\/p>\n<p><span style=\"color: #0000ff;\"><strong>Gravity<\/strong> <\/span>causes more of an arc in the trajectory while <strong><span style=\"color: #ff00ff;\">targeting<\/span> <\/strong>presents a near-flat trajectory.<\/p>\n<p>It offers a choice of <strong><span style=\"color: #ff0000;\">propulsion methods, rotation methods,\u00a0 in-flight options, and <\/span><span style=\"color: #ff0000;\">termination-dispositions<\/span>.\u00a0 Its power comes from using invisible objects to cause collisions at specific times in order to trigger extra events as well as its ability to attach to an avatar.<\/strong><\/p>\n<p>The <strong>specifications<\/strong> of a throw are based upon:<br \/>\n1) <span style=\"color: #008000;\">entries<\/span> on the <span style=\"color: #0000ff;\"><strong>*thrower nc<\/strong><\/span><br \/>\n2) the use of <strong><span style=\"color: #008000;\">contraptions<\/span><\/strong>, otherwise known as unscripted non-physical objects, properly-placed.<br \/>\n3) well-timed <strong><span style=\"color: #008000;\">triggering<\/span> <\/strong>of one or more throw commands.<br \/>\n4) one or more <strong><span style=\"color: #008000;\">animations<\/span> <\/strong>that help sell the <span style=\"color: #008000;\"><strong>throw<\/strong> <\/span>and\/or <span style=\"color: #008000;\"><strong>catch<\/strong> <\/span>of the feature.<\/p>\n<p><strong>Although you can do a basic<\/strong> <span style=\"color: #0000ff;\"><strong>throw\/toss of<\/strong><\/span> <strong>an object, you can also: <\/strong><span style=\"color: #0000ff;\"><strong>land<\/strong><\/span>, <span style=\"color: #0000ff;\"><strong>carom<\/strong><\/span>, <span style=\"color: #0000ff;\"><strong>boomerang<\/strong><\/span>, <span style=\"color: #0000ff;\"><strong>catch<\/strong><\/span>, <span style=\"color: #0000ff;\"><strong>bounce<\/strong><\/span>, <span style=\"color: #0000ff;\"><strong>stop-action<\/strong><\/span>, <span style=\"color: #0000ff;\"><strong>ricochet<\/strong><\/span>, <span style=\"color: #0000ff;\"><strong>kick<\/strong><\/span>,\u00a0 <span style=\"color: #0000ff;\"><strong>shoot<\/strong><\/span>, <strong><span style=\"color: #0000ff;\">dribble<\/span><\/strong>, as hinted at earlier on.<\/p>\n<p>There are 3 sets of primary commands <span style=\"color: #0000ff;\"><strong>throw1<\/strong><\/span>, <span style=\"color: #0000ff;\"><strong>throw2<\/strong><\/span>, and <span style=\"color: #0000ff;\"><strong>throw3<\/strong> <\/span>that <strong>determine<\/strong> which pair of <strong>velocity.\/rotation<\/strong> pairs will start a <span style=\"color: #ff00ff;\"><strong>throw sequence<\/strong><\/span>.<\/p>\n<p>A <strong><span style=\"color: #ff00ff;\">throw sequence<\/span><\/strong> consists of:<br \/>\n<strong>1) movement<\/strong><br \/>\n<strong>2) rotation<\/strong><br \/>\n<strong>3) cessation<\/strong><br \/>\n<strong>4) ending disposition<\/strong><br \/>\n<strong>5) termination concesquences<\/strong><\/p>\n<p><strong>Format:<\/strong><\/p>\n<p><strong>02_A%<span style=\"color: #0000ff;\">throw1<\/span> &#8212; <span style=\"color: #ff0000;\">this will throw palette 02_A using the entries on the <span style=\"color: #0000ff;\">*thrower nc<\/span> called:<\/span><br \/>\n<span style=\"color: #ff0000;\"><span style=\"color: #008000;\">ApplyImpulse <\/span>and <span style=\"color: #008000;\">AngularVelocity<\/span>. This is the one (<\/span><span style=\"color: #0000ff;\">throw1<\/span><span style=\"color: #ff0000;\">) you will use most of the time.\u00a0 Using a 2nd throw, say <span style=\"color: #0000ff;\">throw2,<\/span> would be in a palette that was thrown from <span style=\"color: #0000ff;\">throw1 <span style=\"color: #000000;\">a<span style=\"color: #ff0000;\">nd it would use<\/span><\/span> <span style=\"color: #008000;\">ApplyImpulse2<\/span> <span style=\"color: #000000;\">and<\/span> <span style=\"color: #008000;\">AngularVelocity2<\/span>, <span style=\"color: #ff0000;\">assuming you chose gravity and not targeting.<\/span><\/span><\/span><\/strong><\/p>\n<p>Most important is to &#8216;<span style=\"color: #ff00ff;\"><strong>have a good reason&#8217;<\/strong> <\/span>to use a throw and a <strong><span style=\"color: #ff0000;\">proper context.<\/span> \u00a0<\/strong>Second most important is your <span style=\"color: #ff00ff;\"><strong>imagination<\/strong> <\/span>as to how to present and incorporate a throw into your routine at the right time and place.<\/p>\n<p>Below are the entries on the <span style=\"color: #0000ff;\">*thrower nc<\/span>.\u00a0 Learn them on a need-to-know basis.<\/p>\n<p><span style=\"color: #ff00ff;\">*thrower nc<\/span><\/p>\n<p>TRACE,off<\/p>\n<p>\/**** Thrower ****<br \/>\nAutoReturn,10<br \/>\nBoomerang,off<br \/>\nBoomHoverDelay,1.0<br \/>\nCollisionPostActions1,off<br \/>\nCollisionPostActions2,off<br \/>\nCollisionPostActions3,off<br \/>\nIgnoreFirstCollision,off<br \/>\nRangePostActions,off<br \/>\n\/* ThrowingBodyPart 2=Skull,5=LHand,6=RHand,7=LFoot,8=RFoot<br \/>\nReceiver,0<br \/>\nRemoveFolder<br \/>\nRemoveFolderDelay<br \/>\nRezMe,off<br \/>\nRichochet,off<br \/>\nShowInMidFlightAfter,0.25<br \/>\nTempRezMe,off<br \/>\nThrowOnCollide<\/p>\n<p>\/* Rezzer<br \/>\nRezzer,off<br \/>\nRezInvisiDelay<br \/>\nRezObjectName<br \/>\nRezSource<br \/>\nThrower0123OnRez<\/p>\n<p>\/* Targets ThrowerTarget=Object\/Avatar\/Both\/off &#8211; avatar must be Owner for owner<br \/>\nDirectionalVector,Local<br \/>\nThrowerTarget,off<br \/>\nThrowerObjectTargetName1,HatTargetB1<br \/>\nThrowerObjectTargetName2,HatTargetB2<br \/>\nThrowerAvatarTargetName<\/p>\n<p>\/*Motions &#8211; only one usually<br \/>\nSetApplyImpulse,off<br \/>\n\/*llApplyImpulse(llGetMass()*&lt;0,2.0,2.66&gt;,TRUE);<br \/>\nApplyImpulse,&lt;0,1.0,1.0&gt;<br \/>\nApplyImpulse2,&lt;0,-0.5,1.5&gt;<br \/>\nApplyImpulse3,&lt;0.0,-8.0,6.0&gt;<br \/>\nSetMoveToTarget,off<br \/>\n\/* Make Tau smaller for more rushed following<br \/>\nMoveToTargetTau,2<br \/>\nAtTargetRange,0.5<br \/>\nSetVelocity,on<br \/>\nVelocity,&lt;0,2,2.66&gt;<\/p>\n<p>\/*rotations &#8211; only one<br \/>\nSetAngularVelocity,off<br \/>\nAngularVelocity,&lt;0.0,0.0,0.0&gt;<br \/>\nAngularVelocity2,&lt;0.0,0.0,0.0&gt;<br \/>\nAngularVelocity3,&lt;0.0,0.0,0.0&gt;<br \/>\n\/*PreOrientRot,off<br \/>\nSetTargetOmega,off<br \/>\n\/*StartRotOffset,(Full\/Half)<br \/>\n\/*llTargetOmega(&lt;1.0,0.0,0.0&gt;,TWO_PI,2.0);<br \/>\nTargetOmega,&lt;1.0,0.0,0.0&gt;,6.283185,2.0&gt;<\/p>\n<p>\/*Posts Collision<br \/>\nAttachOnCollide,off,5<br \/>\n\/*ControlOnCollide,on,SoccerBall4,Hide,ALL,3.0<br \/>\nChatOnCollide,off<br \/>\nChatOffCollide,off<br \/>\nControlOnCollide,off,SoccerBall4,detach<br \/>\nControlOnCollideDelay<br \/>\nDieOnCollide,off,1.5<br \/>\nMakePhysAfterPost,0<br \/>\nMaterialsOnCollide,off,0.2,10,10,0.1<br \/>\nSetMatchPosOnCollide,off<br \/>\nSetMatchRotOnCollide,off<br \/>\nSetStopSpinOnCollide,on<br \/>\nSetNonPhysOnCollide,on<\/p>\n<p>\/*Posts Target<br \/>\nAttachOnRange,off,6<br \/>\nSetMatchPosAtTarget,on<br \/>\nSetMatchRotAtTarget,on<br \/>\nSetStopSpinAtTarget,on<br \/>\nSetNonPhysAtTarget,on<\/p>\n<p>\/*Post Matrix<br \/>\nSetMatrix,on<br \/>\nMatrixSpeedFactor,3.0<br \/>\nMatrixDelay,1.0<br \/>\nMatrixNonPhysAfterWait,2.0<\/p>\n<p>\/*Follower<br \/>\n\/* FollowTargetType (Avatar\/Object\/Troupe\/Owner)<br \/>\n\/* MoveToTargetTau<br \/>\n\/* AtTargetRange<br \/>\nFollow,off<br \/>\nFollowNameOrKey,Name<br \/>\nFollowName,Lat Lovenkraft<br \/>\nFollowTargetType,Avatar<br \/>\nFollowKey<br \/>\n\/* FollowerDelay seconds between blinks; lower for more lag<br \/>\nFollowerDelay,0.5<br \/>\nFollowPhantom,off<br \/>\nObjectToFollow<br \/>\nEND<br \/>\n\/*DirectionalVector,(Local\/World)<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Artiste Thrower A throw is meant to provide the ability for a performer to interact with propelled objects. You could sail an object across a room like a frisbee.\u00a0 You can land an object onto another object.\u00a0 You can stop an object in mid-flight.\u00a0 You can propel an object, causing it to knock over one &hellip; <a href=\"https:\/\/artistedancediva.co.uk\/wp\/?p=3252\" class=\"more-link\">Continue reading <span class=\"screen-reader-text\">Palette Reference \u2013 04 \u2013  Thrower &#8211; Part 1 &#8211; Overview<\/span> <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[27,4,1],"tags":[],"_links":{"self":[{"href":"https:\/\/artistedancediva.co.uk\/wp\/index.php?rest_route=\/wp\/v2\/posts\/3252"}],"collection":[{"href":"https:\/\/artistedancediva.co.uk\/wp\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/artistedancediva.co.uk\/wp\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/artistedancediva.co.uk\/wp\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/artistedancediva.co.uk\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=3252"}],"version-history":[{"count":29,"href":"https:\/\/artistedancediva.co.uk\/wp\/index.php?rest_route=\/wp\/v2\/posts\/3252\/revisions"}],"predecessor-version":[{"id":3498,"href":"https:\/\/artistedancediva.co.uk\/wp\/index.php?rest_route=\/wp\/v2\/posts\/3252\/revisions\/3498"}],"wp:attachment":[{"href":"https:\/\/artistedancediva.co.uk\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=3252"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/artistedancediva.co.uk\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=3252"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/artistedancediva.co.uk\/wp\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=3252"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}