Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

upper body anim - how do I get it to work with AO?

Frequency Picnic
Registered User
Join date: 31 Oct 2006
Posts: 13
06-15-2008 13:29
Hi, I just made my first few animations using qavimator then found this forum. I didn't know about the "rotate all pivot points by the 2nd frame" thing, I'll try that. But I have a hunch that won't help the problem I'm having. I have an attachment that's supposed to animate the wearer's arms, but it doesn't work unless they shut off their AO, giving them the default "chicken walk". Do I have to put a walk animation in the object as well, or is this a case of not having the right priority on the item, or is it the "frame 2" thing? I tried uploading it with a couple of different priorities. Thanks for any insights, and I apologize if this has already been discussed!


Oh and one more question - is there a place to find .bvh animations to bring into qavimator and mess around with?
Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
06-15-2008 13:48
It could very well be a priority thing, lots of the walks and stands out there are set to very high priorities even if they don't actually need them.

even if you go all the way up to 4, you can still run into problems if the animations in the AO are also set that high. When two animations are set to the same priority and move the same parts, the last one to start wins. The only way around that would be to continually restart yours, and of course that's not always practical if you're doing a motion rather than a pose :/
_____________________
Frequency Picnic
Registered User
Join date: 31 Oct 2006
Posts: 13
06-16-2008 15:03
So I would have to animate the legs as well, it sounds like. Is there a way to import animations to qavimator? I don't want to have to make a walk from scratch...
Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
06-16-2008 15:09
Before you get that far, you can see if it's a priority problem with Advanced->Character->Animation Info, that will tell you how the walks are set. Hopefully someone else can chime in on Avimator's capabilities, I last touched it when it was very new and only had the basics in place.

(should mention that even if a walk has a high priority, that only matters if that animation does something with the arms)
_____________________