I think I've got T drop
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Ilsa Munro
Registered User
Join date: 1 Apr 2008
Posts: 29
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04-01-2008 05:35
Hi, and apologies since I'm fairly sure that this has been asked and answered but I'm so darn new at this I can't even properly frame the question for the forum search system. Here's what I'm doing. I'm making a matching pair of a walk and an animated stand using QAvimator. It's not very complex other than the fact that both animations are being done with the hips at a Y position of 60 so that the avatar is floating slightly off the ground. Everything works great except when I switch from the stand to the walk or vice versa the avatar drops to the ground for an instant, which I'm guessing is it hitting the default T frame at the beginning of the animation. I played around with modifying that first frame, but that seems to eliminate the hight difference so that the entire animation takes place with the avatar on the ground. I also tried changing various upload settings with no luck there either though I clearly have no idea what I'm doing - if you hadn't guessed  Any suggestions? Other than hire someone who knows what they're doing - I mean where's the fun in that  Thanks
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Ollj Oh
Registered User
Join date: 28 Aug 2007
Posts: 522
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04-01-2008 05:46
In animation only joint rotation (and hip position) and time DIFFERENCES are stored. the first frame is ignored (as it has no difference and only a default setup to astart with).
The first possible difference is in the second frame. Change the hip height in the second frame. Do not change the first frame, if you do, all following differences will be changed.
You see a "jump" at the start of the animation because the second frame has no keyframes (the animation starts with the second frame) for hip-height and it BLENDS too slowly to the next frame that has a difference.
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Ilsa Munro
Registered User
Join date: 1 Apr 2008
Posts: 29
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04-01-2008 06:09
Thanks Ollj. Would altering the Y position in the second from to say half that of the difference between the first and third frames help or at least smooth it out some?
Or is there a way to set the key frames?
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Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
Join date: 22 Jun 2006
Posts: 2,715
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04-01-2008 08:55
You might want to try just playing the animations from your inventory and see if they do the same thing. Basically you go into your animations folder and double click on them and click on 'play in world'. You shouldn't see the first frame at all in SL. I'm thinking your AO might be the cause.
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Deira Llanfair
Deira to rhyme with Myra
Join date: 16 Oct 2006
Posts: 2,315
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04-01-2008 09:32
I agree with Bree - I think it could be the ao that is going back to default between walk and stand.
You could try uploading with a very short lead in and out time and see if that helps.
_____________________
Deira  Must create animations for head-desk and palm-face!.
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Ilsa Munro
Registered User
Join date: 1 Apr 2008
Posts: 29
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04-01-2008 16:08
It looks like the AO is the problem which raises another question. This is for a project I'm working on using a built in AO. I've previously used the frAnimation script that was modified by Flipper and has always worked fine in the past (when I wasn't monkeying around with the height).
I also just tried the KDC AO script I found here in the forums and that does the same thing. As an experiment I even set the timer to .01 seconds which I know is lagtastic but even with that I get the dip.
Is there another open source AO script out there that I should be looking at?
Thanks so much for your patience and help.
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Ilsa Munro
Registered User
Join date: 1 Apr 2008
Posts: 29
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04-01-2008 16:10
Ooops, also the lead in I've tried at both zero and three percent, and the lead out I think has always been at 100%. Neither seems to have made a difference.
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Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
Join date: 22 Jun 2006
Posts: 2,715
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04-01-2008 16:53
I recall reading a thread about a dolphin AO or something where the animation was dropping to the default for a split second. The poster said he adjusted something in his AO settings. I think it was the zhao2 AO. I dunno I'm terrible at scripting.
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Ilsa Munro
Registered User
Join date: 1 Apr 2008
Posts: 29
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04-02-2008 04:40
Thanks Bree, loads of useful things in there so hopefully I'll be all giant spidered up by supper time 
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Deira Llanfair
Deira to rhyme with Myra
Join date: 16 Oct 2006
Posts: 2,315
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04-02-2008 07:25
From: Ilsa Munro It looks like the AO is the problem which raises another question. This is for a project I'm working on using a built in AO. I've previously used the frAnimation script that was modified by Flipper and has always worked fine in the past (when I wasn't monkeying around with the height).
I also just tried the KDC AO script I found here in the forums and that does the same thing. As an experiment I even set the timer to .01 seconds which I know is lagtastic but even with that I get the dip.
Is there another open source AO script out there that I should be looking at?
Thanks so much for your patience and help. As far as I know, all ao's are based on the Franimation script - you could check that your script is stopping all animations before running your ones.
_____________________
Deira  Must create animations for head-desk and palm-face!.
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