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.
