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Crouch?

AzKay Devanter
Registered User
Join date: 10 Aug 2006
Posts: 16
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?
AzKay Devanter
Registered User
Join date: 10 Aug 2006
Posts: 16
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:
CODE

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
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0


Then save it as anything.bvh
Thats what ive got.
Zach Wolfe
Outrider
Join date: 11 Dec 2004
Posts: 23
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
AzKay Devanter
Registered User
Join date: 10 Aug 2006
Posts: 16
08-26-2006 08:49
Works very well now, Thank you. ^^
AzKay Devanter
Registered User
Join date: 10 Aug 2006
Posts: 16
08-26-2006 09:09
Works very well now, Thank you. ^^