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Quavimator Animation - Help?

Moonshy Littlething
Registered User
Join date: 28 Apr 2008
Posts: 72
04-15-2009 08:46
Boy, has this been a frustrating week in SL! Between the loop bug effecting my animations uploads, and permissions bugs forcing a rez project onto the backburner unexpectedly, I've barely been able to get anything done, it seems. Such is SL, though, I realize - I've adapted some time ago to flitting around different projects based on what LL's have managed to mess up in my "work flow" in any given week.

But now I have a new frustration, but before I blame it on SL shake my fist some more at LL, I figured I might try you guys to see if anyone had any suggestions, thoughts or input that might be of some assistance. I recently completed a very nice 250 frame looping animation (12/sec frame rate if that matters) that simply moves just the collars, shoulders, arms, hands and neck - I intentionally left the other parts of the body untouched so that this somewhat lower priority animation wouldn't mess with the avatars physical movements or head, or muck with an existing AO. I managed to work around the stupid loop bug, and uploaded what I thought was going to be a very nice animation...

Until I played it. Arms that had been mathmatically positioned in Quavimator were now askew at different heights/rotations. Hands arranged so that fingers would be laced were now about .5m apart. Everything was just all wrong, even with existing AOs, etc, turned off. I uploaded a couple of different times over a 24 hour period (and even from different sims), playing with priorities (I tried them all - 1 to 4), and I even tried unlooping the animation, hoping to nail down the problem. Nothing seemed to work.

I even went back and examined the .bvh file, and it confirmed that I selected all affected joints/limbs in each and every keyframe, so it it doesn't seem that this problem was caused by some variety of carelessness on my part. And I realize that yes - there are differences in how the dummy on the Quavimator screen appears versus how the av will appear in SL... I usually compensate for how I know they can differ, and I've made several animations like this (that only affect fine-tuned movements of the arms and/or head) with great success, so I can't figure out what the issue is with this one... and I'm stumped as to how to fix it.

Anyone have any ideas, or know of any unresolved bugs that could be the culprit? Or has the "dummy" just been on the opposite side of the Quavimator screen all this time? hehe

Thanks in advance for any help. :)
Deira Llanfair
Deira to rhyme with Myra
Join date: 16 Oct 2006
Posts: 2,315
04-15-2009 13:41
Could it be that your test avatar has markedly different arm lengths from the figure in QAvimator?

I have also noticed that you can sometimes need to fix the chest and abdomen to ensure arm movement is as planned.

I'm afraid hands will always behave a bit erractically as the default positions have never worked corrrectly and consistently.

Have you tried re-creating your bvh file and uploading again? They can sometimes get corrupted.
_____________________
Deira :)
Must create animations for head-desk and palm-face!.