Bond Harrington
Kills Threads At 500yds
Join date: 15 May 2005
Posts: 198
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01-03-2006 19:21
Yeah, like I said, it's weird. I've been fooling around with Poser Artist for a couple of days and I've noticed that the LL BVH animations for Poser are off, way off from what can be used in SL. I've been having problems where bones that I would like not to be overriden and still override the basic movement animations (mainly, stuff like arms and the neck, which, as Xenon Linden posted, are actually lower priority). Now, I manage to get one of my essential animations for a gun I'm working on to work properly by modifying a default pose, but work on using the aim rifle animation is becoming a problem. More specifically, it looks like the aim rifle animation in-game allows not only the head and neck to look to the sides and up and down, but the abdomen and/or the chest bone moves to give the gun, the arms, and upper torso the ability to rotate and move up and down to follow the head in mouselook. However, I can not tell which one is moving and or if maybe they're both moving. Since the model bones matches with the model's polygons, would it be possible for an AV skin, similar to the templates or Chip Midnight's templates, be used to match and highlight the bones Poser would use on the AV? Can the existing templates already do this?.
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Alan Palmerstone
Payment Info Used
Join date: 4 Jun 2004
Posts: 659
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01-03-2006 22:51
Are you using the Poser 2 figures?
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Bond Harrington
Kills Threads At 500yds
Join date: 15 May 2005
Posts: 198
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01-04-2006 02:43
Yes. But I'd like some point of reference between the Poser 2 figures in Poser and the Poser 2-based figure in SL. For example, if I see a moving texture deformation in the model, then I can figure out what bone is being moved. Hence, the reason why I'm asking for a texture.
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Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
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01-04-2006 06:25
What bone being moved is every joint you didn't move from the first frame. See this explanation.
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 Seagel Neville 
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Bond Harrington
Kills Threads At 500yds
Join date: 15 May 2005
Posts: 198
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01-04-2006 15:22
Well, after finding out what bone was moving, that's just what I did. I just zeroed out the bones that I needed to be naturally overrided and made them match the opening and closing frames. I'm not sure if I now need that skin now. Sorry, just a bit too jumpy I guess.
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