AzKay Devanter
Registered User
Join date: 10 Aug 2006
Posts: 16
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08-25-2006 04:51
Okay, Ive just started with animations, And I made a "crouching" animation. But, when I upload it, it plays for only less than a second, then stops. even though its set on 30 frams, and 1 fps. Shouldnt it go for 30 seconds?. And. When I play it in SL, its crouching "midair" not on the floor. I thought it was because, I didnt move my animation down, so I went back to avimator, and move my person down, so the feet are touching the ground, but, its still floating. Ive spent 20$ on this already, and both didnt work. So, any know what up?
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AzKay Devanter
Registered User
Join date: 10 Aug 2006
Posts: 16
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08-25-2006 04:54
From: AzKay Devanter Okay, Ive just started with animations, And I made a "crouching" animation. But, when I upload it, it plays for only less than a second, then stops. even though its set on 30 frams, and 1 fps. Shouldnt it go for 30 seconds?. And. When I play it in SL, its crouching "midair" not on the floor. I thought it was because, I didnt move my animation down, so I went back to avimator, and move my person down, so the feet are touching the ground, but, its still floating. Ive spent 20$ on this already, and both didnt work. So, any know what up? If this helps, I dont know if it will work or not, just a test. Make a txt document, put in this: HIERARCHY ROOT hip { OFFSET 0.000000 0.000000 0.000000 CHANNELS 6 Xposition Yposition Zposition Xrotation Zrotation Yrotation JOINT abdomen { OFFSET 0.000000 3.422050 0.000000 CHANNELS 3 Xrotation Zrotation Yrotation JOINT chest { OFFSET 0.000000 8.486693 -0.684411 CHANNELS 3 Xrotation Zrotation Yrotation JOINT neck { OFFSET 0.000000 10.266162 -0.273764 CHANNELS 3 Xrotation Zrotation Yrotation JOINT head { OFFSET 0.000000 3.148285 0.000000 CHANNELS 3 Xrotation Zrotation Yrotation End Site { OFFSET 0.000000 3.148289 0.000000 } } } JOINT lCollar { OFFSET 3.422053 6.707223 -0.821293 CHANNELS 3 Yrotation Zrotation Xrotation JOINT lShldr { OFFSET 3.285171 0.000000 0.000000 CHANNELS 3 Zrotation Yrotation Xrotation JOINT lForeArm { OFFSET 10.129278 0.000000 0.000000 CHANNELS 3 Yrotation Zrotation Xrotation JOINT lHand { OFFSET 8.486692 0.000000 0.000000 CHANNELS 3 Zrotation Yrotation Xrotation End Site { OFFSET 4.106464 0.000000 0.000000 } } } } } JOINT rCollar { OFFSET -3.558935 6.707223 -0.821293 CHANNELS 3 Yrotation Zrotation Xrotation JOINT rShldr { OFFSET -3.148289 0.000000 0.000000 CHANNELS 3 Zrotation Yrotation Xrotation JOINT rForeArm { OFFSET -10.266159 0.000000 0.000000 CHANNELS 3 Yrotation Zrotation Xrotation JOINT rHand { OFFSET -8.349810 0.000000 0.000000 CHANNELS 3 Zrotation Yrotation Xrotation End Site { OFFSET -4.106464 0.000000 0.000000 } } } } } } } JOINT lThigh { OFFSET 5.338403 -1.642589 1.368821 CHANNELS 3 Xrotation Zrotation Yrotation JOINT lShin { OFFSET -2.053232 -20.121670 0.000000 CHANNELS 3 Xrotation Zrotation Yrotation JOINT lFoot { OFFSET 0.000000 -19.300380 -1.231939 CHANNELS 3 Xrotation Yrotation Zrotation End Site { OFFSET 0.000000 -2.463878 4.653993 } } } } JOINT rThigh { OFFSET -5.338403 -1.642589 1.368821 CHANNELS 3 Xrotation Zrotation Yrotation JOINT rShin { OFFSET 2.053232 -20.121670 0.000000 CHANNELS 3 Xrotation Zrotation Yrotation JOINT rFoot { OFFSET 0.000000 -19.300380 -1.231939 CHANNELS 3 Xrotation Yrotation Zrotation End Site { OFFSET 0.000000 -2.463878 4.653993 } } } } } MOTION Frames: 1 Frame Time: 0.033333 0.000000 12.000000 0.000000 9.000000 0.000000 0.000000 75.000000 0.000000 0.000000 -13.000000 0.000000 0.000000 -50.000000 0.000000 0.000000 -18.000000 0.000000 0.000000 -30.000000 2.000000 10.000000 -35.000000 -80.000000 30.000000 13.000000 -5.000000 20.000000 80.000000 20.000000 8.000000 30.000000 26.000000 10.000000 -42.000000 13.000000 -13.000000 118.000000 -5.000000 20.000000 -9.000000 7.000000 -36.000000 -67.000000 30.000000 9.000000 147.000000 0.000000 0.000000 -85.000000 -10.000000 0.000000 -67.000000 -30.000000 -9.000000 147.000000 0.000000 0.000000 -85.000000 10.000000 0.000000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Then save it as anything.bvh Thats what ive got.
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Zach Wolfe
Outrider
Join date: 11 Dec 2004
Posts: 23
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08-25-2006 17:36
Hiya AzKay.
Try this:
Make your 1st frame a "zero" frame.. meaning the figure's joints are all set to zero. It'll look like a "T" pose on frame 1.
On frame 2, pose your figure into the crouch position you want.
If you can set the time line on the animation pallet to be 2 frames long, that's ideal for this.
As far as frames per second, go ahead and set that at 12 or 15. It won't make much difference if it's just a static crouch pose.
Export your bvh file and upload it to SL.
When you see the animation upload options menu, put a checkmark in the Loop box and set the ease in and ease out to at least 0.50.
That should do the trick.
Hope this helps.
Zach
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AzKay Devanter
Registered User
Join date: 10 Aug 2006
Posts: 16
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08-26-2006 08:49
Works very well now, Thank you. ^^
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AzKay Devanter
Registered User
Join date: 10 Aug 2006
Posts: 16
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08-26-2006 09:09
Works very well now, Thank you. ^^
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