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Poser6(SP3) - Unwanted movement between keyframes?

Merry Calliope
The 13th Rabbit
Join date: 24 Mar 2005
Posts: 89
12-18-2006 16:36
I'm working on my first actual animation in Poser6(SR3). Previous to this I've only done simple poses.

I've set up the first keyframe with the default SL pose and started my animation on frame 2. I'm using the SL_female model.

I jumped ahead to frame 15 to establish my next keyframe which isn't greatly different from the first but instead just a little flair so the animation doesn't look as flat between frame 2 and frame 30.

Checking the generated betweens the model does some crazy, completely unnecessary, jumping-jack starting at frame 3 where her arms cross through her torso.

I'm sure it's something really simple that I'm missing due to my unfamiliarity with the program. If anyone could give advice and/or point me to a thread where this issue has been previously discussed I'd much appreciate it! The basic tutorials I've gone through don't mention any sort of problem like this.

Thanks again! -Merry
Merry Calliope
The 13th Rabbit
Join date: 24 Mar 2005
Posts: 89
12-18-2006 17:32
Still can't figure out what I'm doing wrong. The simple 'arms flapping' tutorial thing works fine but if I try to do anything else other than that I get this...

http://www.the13thrabbit.com/secondlife/weirdo.SWF
Suzi Sohmers
Registered User
Join date: 4 Oct 2006
Posts: 292
12-18-2006 18:14
I'm sorry Merry I have no idea what the problem is, but that is soooo funny! Cheered me up no end!

By the way, I do all my anims with QAvimator and so far have never had problems.

Thanks for the laugh
Tufif Kraft
Registered User
Join date: 4 Nov 2006
Posts: 64
12-18-2006 21:04
Change the keyframes from green to yellow.
Ravanne Sullivan
Pole Dancer Extraordinair
Join date: 10 Dec 2005
Posts: 674
12-18-2006 22:08
break spline at frame 2
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Merry Calliope
The 13th Rabbit
Join date: 24 Mar 2005
Posts: 89
12-19-2006 00:44
Thanks to the folks who responded!

I also dug through old posts searching under any keyword that might turn up a thread about the same issue. I came across the following which, while didn't offer an immediate solution, did give me some ideas to work with.

/52/4d/136902/1.html

In the end it was breaking the spline that helped most. Now my problem is that the animation looks great in Poser but exports as essentially a static pose. Yargh. Maybe it's too subtle? It's basically just a simple 'laying back' pose with one foot and one hand moving ever so slightly. The weird thing is that the first export caught a tiny 'glitch' where I accidently had a tiny bit of motion in the opposite leg which is supposed to be still.

At any rate...I'm too tired to poke at it any more tonight. Silly me...thinking that the animating bit would be easiest because I'm an animator (2D though). So far the scripting has been easiest! ^_^;;;
Pixie Plasma
Registered User
Join date: 30 Jan 2006
Posts: 12
use of inverse kinematics
12-19-2006 07:57
the problem you are having has to do with the use of inverse kinematics. use inverse kinematics to construct your keyframe. once done, you must release all inverse kinematics or the playback of your animation will always behave the way you describe. inverse kinematics also need to be off when you create your bvh file. just an annoying bug.
Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
12-19-2006 08:10
From: Pixie Plasma
inverse kinematics also need to be off when you create your bvh file. just an annoying bug.

Is this bug specific to Poser6? I have Poser4 and I routinely have inverse kinematics on when I export to bvh. There is some jittering of the feet, but that is due to SL optimizing the animation and not Poser; the bvh file looks fine when I view it in Poser.

It is true that SL doesn't have inverse kinematics built-in, but that doesn't matter since Poser sets a keyframe every frame on every joint when you export bvh.

@OP: Note that SL optimizes out subtle movements when you upload. If the motion on a joint is very slight, it won't be moving at all in-world.
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Pixie Plasma
Registered User
Join date: 30 Jan 2006
Posts: 12
12-29-2006 18:58
im not familiar with poser 4, all i know is playback is screwy in poser 6 if you dont release inverse kinematics. just to be safe, i keep them off when i export the bvh files, but for all i know they work just fine withuot. i assume sl doesnt reognize the concept of inverse kinematics, it just picks up on the frames that were created using them.