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Breathing |
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Dylan Rickenbacker
Animator
![]() Join date: 11 Oct 2006
Posts: 365
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10-08-2008 22:32
Hi, I'm working on some AO stands and would like to implement a breathing motion of the chest. Problem: When I make the breathing look natural in Poser, it's getting lost in the upload, i. e. SL ignores the chest motion. Only when I make the movement a lot more pronounced in Poser is it being recognized by SL, but of course then the avatar is panting as if he's just completed a marathon. It must be possible to get a natural breathing motion in SL though, I've seen it many times. So how do you do it?
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Brigg Warf
Registered User
Join date: 22 May 2006
Posts: 18
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10-08-2008 22:43
I think by default the idle animation has breathing. So if you just dont keyframe the chest joints at all and give it a normal priority setting, It should pretty much breathe automatically.
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Gally Young
Registered User
Join date: 3 Dec 2006
Posts: 12
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10-08-2008 23:00
In order to reduce animation size, your animation is optimized when uploaded in SL.
All small animations (like breathing) are ignored. (You can try to reduce the framerate of your animations so modifications between frames are more important) |
Kalel Venkman
Citizen
Join date: 10 Mar 2006
Posts: 587
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Not exactly "optimized"
10-09-2008 07:20
It's more accurate to say that the animation curves for each joint are reduced to lossy equation form. The gross motions are kept, but the smaller ones are "fuzzed out" by the process. This is done to improve the speed at which animations are downloaded to the users' client software - what we see is a mathematical approximation of the animations we uploaded, not the original animation itself.
Another factor is that while we animate to 24 fps, it's actually (and unfortunately) rare that a users' client will actually run at that speed. Nuance is lost because frames are dropped in an effort to keep the playback period for a given animation constant. So, really, you're fighting not only the lossy nature of the animation compression algorithm, but playback speed capabilities client-side as well. |
Viktoria Dovgal
…
![]() Join date: 29 Jul 2007
Posts: 3,593
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10-09-2008 07:41
I think by default the idle animation has breathing. So if you just dont keyframe the chest joints at all and give it a normal priority setting, It should pretty much breathe automatically. Yes, it's the breathe_rot motion generated on the fly by the SL viewer, not a static animation asset. It's at priority 1, and so it's easily overridden by anything else that controls the chest :/ If you can get your animation software to cooperate, that still might be the way to go, remove the chest from the joints your animations touch. |
Crystal Falcon
Registered Silly User
Join date: 9 Aug 2006
Posts: 631
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10-12-2008 09:00
I've done it both ways, my pose package allows for the natural breathing to show through (because I didn't want to be a frozen statue and my customers want to appear more natural
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