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Using Slat, no movement, no fist

Solaesta Kilian
Registered User
Join date: 26 Apr 2005
Posts: 16
01-03-2007 15:34
I made a hover animation that includes breathing-like motion. This is not a huge movement, but it is at least 4 degrees of movement for the relevant parts. However, when I uploaded the animation, there was no movement. It looks like it's easing into the first keyframe (which is the second frame in the animation; the first actual frame is the t-pose), freezing there, and then when I hit stop it's easing out of that same frame. I set it to loop, with 0% in and 100% out, and also an ease-in/ease-out of 0.7 seconds. I also set the hands to fist, but they never do make a fist.

I'm using Slat. I made the animation with 15 fps. There are 91 frames total:

Frame 0: t-pose, no parts moved at all
Frame 1: keyframe (pose with "lungs full";)
Frame 42: keyframe (pose with lungs almost empty)
Frame 50: keyframe (pose with lungs empty)
Frame 90: keyframe (practically the same as first keyframe, just not quite full lungs)

In-between frames are blended/tweened, of course.

I noticed there were some options checked under the anim menu, and I didn't know what they were for or if they were affecting this:

toggle 'Smooth frame transitions'
fix bvh 180 problem
toggle 'fix y rotation errors'
Issues Ambassador
Ambassador of Issues.....
Join date: 6 Apr 2005
Posts: 90
01-03-2007 22:23
From: Solaesta Kilian
I also set the hands to fist, but they never do make a fist


They haven't fixed the hands. Hands are defined at upload and not in poser (which *really* sucks) which I have been praying for a fix but have yet to see one. I'd love to see us be able to define the hands in poser and upload them.

But meh.
Stormy Roentgen
Prim Putter Togetherer
Join date: 25 May 2004
Posts: 342
01-04-2007 14:10
The problem with your breathing motion is that you have the keyframes spaced out way too much I think, so the movement is so slow in SL that you can't even see it. Roughly 3 seconds for an inspiration that only moves 4 degrees if I am understanding right? Try increasing the range of movement and if that doesn't do it, move your keyframes closer.... imo. The faster breathing won't hurt... since you're hovering, not sleeping! :)

Some math:
Normal respiration rate for an adult human is 12-20 respirations per minute.
That equals 24-40 keyframes per minute (60 seconds) for you. I would think they get that "normal" range by taking into account different levels of activity also, so 12 per min is likely at rest (sleeping or close enough to it). If I recall right from school, the average resp rate for a healthy, awake adult sitting still is around 17-18. So double the 18 and you'd need 32 key frames per 60 seconds. (Because a full respiration is an inhale AND an exhale..) *thinks* 60s x 15fps = 900 frames per 60s...... 900/32 = 28.125. So, you need a key frame at about every 28th frame in order to have a normal resp rate happening.

You might also try making the breathing movement happen in a shorter amount of time by having the parts that move during the breathing remain "constants" for most of the frames inbetween the key frames.
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