From: Lyndzay Meili
So what I try to do next is have the avatar rotate around a point where the pole will be. This works fine in Poser rotates around the offset center point. But when I bring the BVH file into Second Life the Vertical axis shifts back to be inline with it's hips. So it looks like she is spinning on a stick that has been shoved up her bum.
I guess My question is is this possible to do in as an animation? and if so what am I doing wrong. Or since this pose goes on an elevator script to move from floor to floor, am I better off also dropping a rotate script into the sitting prim and using that to handle the rotate. I just want a 360 ish spin as they come down the pole.
Maybe you answered your own question? As you found, SL doesn't see any "offset center point", just hip rotation and movement, so if you remove your offset, you'll see the same thing in Poser I presume?
Either way, wouldn't it be much easier to do this with scripts/prims? Rather than trying to move/position/rotate the pose to enough positions on a circle to appear to rotate around a fixed spot? There also wouldn't be any lag of an animation being sent to the client.

Okies, I take that back, it only took a minute or two to create this in QAvimator, and it came out round enough with keys every 4th frame or so (and no advanced math, LOL)
I just moved the hips back (negative) on the 2nd frame, made the same key on the 30th frame but rotated 360 so it would loop. This provides the rotations for all the other keys too. On frame 16 I moved the hips to the opposite (positive) side. Frames 9 and 23 were moved the same amount to the sides (one positive and one negative). Then I made a circle prop and visually made keys in between on 6, 13, 20 and 27 with the hips moved to line up with the circle instead of mathematically!
My distance moved on the aligned axis was 50 (frames 2, 9, 16 and 23) while my in between frames ended up at 34 and 34 (positives and negatives respectively of course), my reference circle prop was about 100 diameter obviously.

Although it showed in SL fine, wouldn't it still be better to make this with a script and prims, since you'll need those for the vertical movement anyway? So that way it would always by in sync too, rather than the animation playing after they've moved, or looking different the first time from the next after the animation gets cached? (Or worse on a packet loss day, not rotating at all?)