Gryff Richard
Registered User
Join date: 10 Nov 2005
Posts: 51
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03-30-2009 00:17
I'm trying to build a sequence of animations for a dance scene and have a problem. I'm using Valradica Vanek's Animation Tips as my guide (very useful!!). The sequence starts with a series of tap/riverdance type steps that lasts 120 frames(15fps) the last 60 frames are the exit (Anim1). I have set the Animation End to 66.667% so the steps repeat until the animation is told to stop. The last 60 frames involve dropping down to a kneeling position - leaning back and arms raised and to the side - to accept the applause. These last 60 frames are triggered by a stop animation and the start of a new one which is basically a held static pose - the last frame from the previous one (Anim2). Anim1 has a priority of 4 and Anim2 a priority of 3 - and the switch over is quite smooth. That said, here is my problem. Dropping down to a kneeling position and holding it end up with the avatar half-buried in the floor or stage. (Even using Anim1 with Animation End set to 100% results in the same problem.) I'm using Daz Studio to create the animations, the T-Pose is all zeroed, each keyframe for the sequence is "dropped to the ground" - all whole figure translations are zero - differences are in the translation of the hips. I'm using a Poseball with a jPose script in it and anims are changed with Shift + arrow (though I don't seem to be able to modify the script as it chokes on recompile at about line145). So where am I going wrong? Any help greatly appreciated before I finally tear out all my hair  gryff 
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Deira Llanfair
Deira to rhyme with Myra
Join date: 16 Oct 2006
Posts: 2,315
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03-30-2009 06:41
Leave your hair alone Gryff! It's one of the "features" of SL animation that movements in HIP height never seem to match those in the annimation software. I'm afraid I have only solved this by trial and error - keep amending and testing on beta. I wish someone would come up with a method of sorting this - it would save me a lot of time ( and you a lot of hair!).
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Deira  Must create animations for head-desk and palm-face!.
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Gryff Richard
Registered User
Join date: 10 Nov 2005
Posts: 51
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03-30-2009 10:35
TY Deira. As a rookie animator in SL, I had hoped to avoid the "trial and error" method - it seems so technically sophisticated and mathematically complicated I hope it does not lead to more hair tearing! gryff 
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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04-15-2009 18:49
*Sigh* I guess I am facing the same issue. trying to make an animation for pulling on a bell rope. It looks great in DAZ|Studio. Feet stay firmly in place while the knees bend, the hips squat down about 6 inches and tilt a bit forward, and the upper torso bends with the pull of the arms...
In-world, I sink to my ankles on the downstroke!
So, move the hips up on the down-squatting keyframe? Or bend the legs more, so in the animation sequencer they seem to lift off the ground?
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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04-17-2009 10:05
For what it is worth, I finally had to adjust the legs and feet in the "squatting" keyframes, raising the feet by roughly the amount that the hips were going down, and using marker prims to keep the feet aligned vertically at the same place. What a pain...
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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