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Odd Jump in Animation

Tod69 Talamasca
The Human Tripod ;)
Join date: 20 Sep 2005
Posts: 4,107
11-03-2006 12:09
Ok, so I was in the process of making an AO that would put the Avatar 15 meters above ground.

I created the walk & stand BVH files using Poser 5, had the default SL Pose at Frame 1. Then for the frames of the animations I used "Break Spline" on all the keys except for Frame 1 (default SL Pose).

Now, when I add them to the AO, the character does as expected- walk 15m above ground. BUT- when it switches between Stand & Walk animations, it drops down to ground level then pops back up to 15 meters in the air.

Is this just a problem with how it handles these OR do I need to use Break Spline on Frame 1 as well?
Anti Antonelli
Deranged Toymaker
Join date: 25 Apr 2006
Posts: 1,091
11-03-2006 16:27
I think you're seeing a problem that's inherent in scripting and processing time; it's impossible to make an AO script that polls for avatar states and applies new replacement animations in zero time, there will always be a slight gap where the default animation runs before your replacement kicks in. In practice this isn't a problem most of the time (even though you can see the same thing with any AO, if you watch for it - start walking and you'll often take a few steps in the default animation before your Bitchen Cool Stride takes over), but if your animation is very different from the default in some way (for example being 15 meters higher), it becomes annoyingly obvious. One often sees the same thing in Tiny animations for Tiny primmed avatars, they will occasionally "pop" out into the default stand and throw off the appearance for a second.

So in short, I suspect that your animation is fine but you may be out of luck as far as making the transitions as smooth as you would like them.
Tod69 Talamasca
The Human Tripod ;)
Join date: 20 Sep 2005
Posts: 4,107
11-03-2006 23:14
Yea, thats what I was thinking.... and hoping it wouldnt be the case. Oh Well! At least seeing legs pop out of a giant avatar's ass for a second should be somewhat amusing ;)