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rotating avatar at 360 degrees

Stormy Roentgen
Prim Putter Togetherer
Join date: 25 May 2004
Posts: 342
01-04-2007 03:04
If the avatar makes a complete circle in a dance animation (in the one I tried to make anyway), once you get to 360 it will spin the avatar back around when you play the animation at the point where it reaches 360... spinning back the other way to get back to 0 degrees. This is so annoying, and makes me feel very limited in what I can do.

Is there a way to get around this short of making every frame a key frame? I'm sure there must be something I'm missing because I've seen animations with spins far past 360 degrees.. for example, skull cracker (or skull popper?)... the one that spins your avatar on it's head.
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Sae Luan
Hardcore 4the Headstrong
Join date: 6 Feb 2006
Posts: 841
;))
01-04-2007 13:47
Your last keyframe can't be 0, or your av will spin back the other way...it needs to be 360 or negative 360 on the last frame to spin in a complete circle without snapping backwards to 0.

I just made a ballerina anim where I had to do this, so I know that it works.
Good luck.
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Stormy Roentgen
Prim Putter Togetherer
Join date: 25 May 2004
Posts: 342
01-04-2007 13:54
Sooo, what about the animations that turn in one direction for multiple full turns and never snap back? To turn more than one full turn, it is necessary to go past 360 back to zero. There has to be something we don't know Sae. :)

Actually nm, I think I know what I did wrong. After the go around, I'd clicked a pose made previously to reset bodyparts on a later frame, and I guess that made it do the reverse spin.
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Sae Luan
Hardcore 4the Headstrong
Join date: 6 Feb 2006
Posts: 841
01-15-2007 08:40
my avie never turns back around in my ballerina anim...if loop the animation, it should go back to 0 on its own, but if it's unable to be looped, you should just be able to set a frame for 0 at the begining, a frame for 360 (or -360), and then set another frame for 0 to begin another set. I just tested this again, and it should work.
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Tufif Kraft
Registered User
Join date: 4 Nov 2006
Posts: 64
01-15-2007 15:03
The animation isn't storing the direction of the av, but the degree of rotation. So even though 360 and 0 are the same direction, when the animation starts over or goes to the next one it will treat it as seperate values and try to smoothly transition from 360 to 0 by spinning around. Try this, before you spin in your animation, have it go from 0 to -360 in 1 frame. That way you won't see it. Then after the spin you will be back at 0.