Sofia Weir
Registered User
Join date: 5 Feb 2007
Posts: 26
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03-18-2007 17:40
Hello
I am currently working on a multi animation script, where the av sits on a primitive (which contains the script) and then can control what animation will be played using the control buttons. Usually the animations blend seamlessly the one into the other. I have a problem. Instead of the animations to blend seamlesly into each other, tha avatar shift its origin every time a new animation kicks in, like the origin of the animation to have changed.
example: the avatar sits, and there is an animation for him to change position on the chair. The animation plays, but the avatar shifts several inches on the air, and when the animation finishes he returns on the ground.
Also the camera changes position.
I want the animations to blent without the origin to change. I am using Poser7 for the animations. Perhaps there are some thing i need to pay attention during the BVH export?
An other example is if you want the avatar to kneel. She kneels on the air!
Thanks!
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Winter Phoenix
Voyager of Experiences
Join date: 15 Nov 2004
Posts: 683
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I second the motion
03-27-2007 19:58
Experienced this, and it blows. I would also like to hear from the experts on this subject of floating transitions ect. I am currently dabbling in Poser 5. And I agree, air kneeling is a constant nuisance that I have seen for years in SL animations.
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Valradica Vanek
Registered User
Join date: 1 Aug 2006
Posts: 78
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air kneeling etc.
03-28-2007 06:31
First - This sounds like a problem with properly locking the hip joint in place using frame one of the animation. In the Frame 1 T-pose - make sure that the hip is slightly "purturbed", that is, at least one of the elements of the location vector is not 0.0 for example <0.0,0.0,0.1> would work. This tells SL that the hip location should not be overridden by default animations that may be playing. Most of the Default animations in SL are standing animations where the hip is about 1 meter off the ground. If any of these animations are invoked (which they always are if you do anything with you keyboard) they will overide the hip location of your animation and move it to the walking height.
Second - Make sure your priorties are set properly when you import the animation. If the priortiy of your animation is less than the default animation that is playing, then your hip location will also be overriden by the underlying animations in SL. A list of all these default animations and their priorties is listed in the Wiki.
Third - Understand that an avatar can have many animations running at the same time. The dominating movement can come from different places depending on the priority and what else is running. It is best to turn off all animations that you are not using by calling llStopAnimation(OldAnimName). If you do this immediately AFTER you start the new animation, you should have smooth transitions. (See post on 3/20/2007 Animations Unraveled and Expained) for more tips on handling this.
Valradica Vanek
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