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Difference between a pose and animation?

Anna Grant
Bitch
Join date: 13 Sep 2005
Posts: 90
05-09-2006 13:21
Hi all,
might be a basic question to all the gurus here.. but still: what is the difference between a pose and an animation? Is a pose just an animation where everything starts at the second (after the default) keyframe, and there are no more keyframes?
Ulrika's tutorial is awesome... but... it's about animations... what is the goal is to make one simple easy pose?
Would be extremely grateful for any hint
Anna
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Michael Martinez
Don't poke me!
Join date: 28 Jul 2004
Posts: 515
05-09-2006 13:41
Ulrika's tutorial is for a pose (still animation), as only 3 frame...frame 1 not used, just for reference. Frame 2 your animation, frame 3 your animation...done..

A pose to me is an animation, I take both as meaning the same. But usually think of Pose as still animation (no movement..but still an animation)
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Jennifer Roundfield
Supersized Amazon
Join date: 7 Apr 2006
Posts: 176
05-09-2006 14:07
This is a great question! (I'm trying to understand as well)... :cool:
Quarrel Kukulcan
Registered User
Join date: 21 Feb 2006
Posts: 48
05-09-2006 21:38
From: Anna Grant
might be a basic question to all the gurus here.. but still: what is the difference between a pose and an animation? Is a pose just an animation where everything starts at the second (after the default) keyframe, and there are no more keyframes?

A pose is usually just a 1-frame or 2-frame animation file that is set to loop when imported into SL.

You can also achieve a still pose with a customized lead-in animation by creating that full animation and, during import, setting it to loop with both an "In(%)" and an "Out(%)" value of 100%. Custom lead-ins are usually unnecessary, though, since SL can create its own smooth transitions. Just set the "Ease In" time to something reasonable, say, something in the quarter- to half-second range. That stops your avatar from jerking immediately from what he or she was doing into the still pose.

From: someone
Ulrika's tutorial is awesome... but... it's about animations... what [if] the goal is to make one simple easy pose?

If your pose is going to control the entire avatar, AND you don't need to move or rotate the avatar's hips from where they'd normally be, you can use a 1-frame animation. Design your pose, make sure your animation is only one frame long, and save it as a .bvh file.

If you want your pose to leave some parts of the body free for other animations to control, or if you need to tilt or reposition the entire body, you will need a 2-frame animation. The second frame needs to be the actual pose. Make sure all the joints that you want your pose to affect have different angles in frame 1 than in frame 2 (exactly how different doesn't matter), all joints you want your pose to leave alone are identical in both frames, and the relative change in hip position and angle between frames 1 and 2 matches the way you want your pose's hips to be relative to the default animation.

(Why? Unlike other joints, your hip angles and positions in frame 1 do matter. For example, if frame 2 has your avatar shifted about 12 feet straight up, and frame 1 has your avatar shifted about 11 feet up, the actual animation will only shift your avatar up by 1 foot. People are going to say I'm wrong here, but I just got done testing it, so...)
squall Murakami
Burning SOMETHING
Join date: 5 Sep 2005
Posts: 84
05-10-2006 02:23
no, i totally agree, i've run into that problem making some arial sword attacks.... they dont work so well one or two feet off the ground, lets just say this, ll uses the first frame as a "refrence" to find relative positions of all the parts of the animation. also, that first frame is always cut off if its the default frame so dont worry about having to cut it out on upload.