Koh Costello
Registered User
Join date: 7 Apr 2005
Posts: 14
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11-02-2005 02:58
This will take a bit of explaining.
In game there is a script called the hug script that sends aniamtions to two characters the it looks like they hug eachother. Grand
The animations in the hug script are exported from poser with the characters unrotated, ie, facing front in the front camera angle. If a characterfacing backwards in poser, one would be hugging the others back in game, etc.
I have been animating some elaborate scenes involving two characters. The problem is this. Character 1 in poser begins facing forward in the forward camera angle. When the hug script activates it, it plays correctly, facing the right way, no problem there. But, in order to animate interaction accuratley, Character 2 in poser has been rotated 180 degrees, that it's back is shown in the front camera angle, and therefore in game, is played backwards.
My question is twofold. 1, in poser, is there a way to set a characters complete rotation back 180 degrees after the whole thing is animated? Rotating the hips back 180 degrees at every keyframe is not going to work. Also, I have tried Rotating the character after animating using the circle that encompases the character, but changes to that do not seem to reflect in game.
2.) If the poser rotation is not possible, is there a way to edit the script that it will turn the second avatar around, thus reflecting the appropriate direction of the animation?
I would be most appreciative for a solution. Thanks greatly,
-Koh
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Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
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11-02-2005 04:55
Hello Koh, I'm afraid I don't understand what you want. Do you want one to hug the others back? I don't think that scripting is available to do that because the script is supposed to describe that the other character looks at yours by rule. From: someone 1, in poser, is there a way to set a characters complete rotation back 180 degrees after the whole thing is animated? Rotating the hips back 180 degrees at every keyframe is not going to work. Also, I have tried Rotating the character after animating using the circle that encompases the character, but changes to that do not seem to reflect in game. I didn't quite understand you said, "after the whole thing is animated". You mean you use the original hug animation? The script is supposed to describe to execute just the hug animation. What will you do? And talking of animation, everybody just says, "I couldn't."  I think it is quite possible. Maybe you missed something. But nobody can't say what he missed.  I guess you might miss this "3-2", especially neck and head. You have to describe all parameter of every parts and keyframes. Or just upload your pz3 file here. You need to zip it before uploading.
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 Seagel Neville 
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Luth Brodie
Registered User
Join date: 31 May 2004
Posts: 530
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11-02-2005 08:37
From: Koh Costello 1, in poser, is there a way to set a characters complete rotation back 180 degrees after the whole thing is animated? Rotating the hips back 180 degrees at every keyframe is not going to work. Also, I have tried Rotating the character after animating using the circle that encompases the character, but changes to that do not seem to reflect in game.
um.. so lemme see if I understand you. you made a hug animation that moves character 2 180 degrees and want to get it back facing "normal" after your initial animation is finished? If so you wouldnt have to rotate the hips back at 180 degrees every key frame just in one. if that is what you are asking.. then.. just tack on some frames at the end of the origional animation, go to the last one, key frame, then rotate the hips so they are facing in the "normal" direction. Might have to play with it a bit. If that is not right, please clarify what you are asking.
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Koh Costello
Registered User
Join date: 7 Apr 2005
Posts: 14
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11-02-2005 12:46
Let me make the concept simpler.
Say I make an animation where a person raises his arms up. easy I export the bvh, upload it in game, and my character will raise his arms up
I need that animation to be played so the character is facing the opposite direction, and I need it to happen a differnt way than just turning the characeter around in poser (because the actual animations are way to in depth. I'd be turning the character hundreds of times and it would loose continuity.)
Maybe I should try to explain a little more clearly as to what I am doing. I have 2 characters imported into poser. I have one facing normally. The other has been turned to face the first character. I am animating them both in complex martial arts scenes where limbs collide and the like, so at least one character needs to be facing the other in order to animate it accurately. Unfortunatley, the turned character's .bhv animation file is uploaded to SL..it will show exactly that way, turned.
the hug script is ment to play animations that are face front. I walk up to an avatar in game, head on and type /hug, and as long as I have my nose to their nose, it's fine. But since one of my personal animations has a character flipped around, I walk up to an avatar in game, face to face, type the command to activate the animations, and the avatar with the flipped animation (as it should) flips away from the other avatar.
I hope this clarifies my needs. I will be happy to meet anyone in game and demostrate the problem. Thanks!
-Koh
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Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
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11-02-2005 14:59
From: Koh Costello Maybe I should try to explain a little more clearly as to what I am doing. I have 2 characters imported into poser. I have one facing normally. The other has been turned to face the first character. I am animating them both in complex martial arts scenes where limbs collide and the like, so at least one character needs to be facing the other in order to animate it accurately. Unfortunatley, the turned character's .bhv animation file is uploaded to SL..it will show exactly that way, turned.  You created an animation which one avatar turned back in Poser. So it would turn back in SL, too. That means the avatar always adopts a backword-looking posture. It would walk by backward-looking when you let it move forward. It would turn back further out when it is about to face to face. It is quite natural. Don't take the animation for the global absolute. It is each avatar's relative movement. Although I always say, "Don't touch 'Body'", tweaking 'Body' part might be useful in this situation. From: someone the hug script is ment to play animations that are face front. I walk up to an avatar in game, head on and type /hug, and as long as I have my nose to their nose, it's fine. But since one of my personal animations has a character flipped around, I walk up to an avatar in game, face to face, type the command to activate the animations, and the avatar with the flipped animation (as it should) flips away from the other avatar. Speaking of the positon, animations are not the movement of the avatar's own. It sounds like shadow. Meantime, since the script searches the avatar's own positon directly, it might occur gap. you have to take account of that and create your own animation.
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 Seagel Neville 
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Ben Bacon
Registered User
Join date: 14 Jul 2005
Posts: 809
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11-03-2005 00:01
From: Seagel Neville Although I always say, "Don't touch 'Body'", tweaking 'Body' part might be useful in this situation. wow! that grinding you hear is my paradigms shifting! Using "body" to hide trans/rots from poser sounds brilliant, Seagel. Should make all kinds of hug/kiss/dance animations so much easier to animate if it works.
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Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
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11-03-2005 01:48
Ben, This is thanks to Koh.  We learn every time one got a new trouble. 
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 Seagel Neville 
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