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Animation Tips

Jenn Yoshikawa
Registered User
Join date: 14 Nov 2007
Posts: 91
01-14-2009 15:14
Kinda new to the whole Animation thing but I want to ask a few things.

I'm working on a collar system and I have been makeing some animations for it. Well some of them well be standing but when I start to walk it will start to walk then frezze up. I treid not looping it same out come. How do do you fix this.


Not sure how many of you use uposer but what is the best hight to use for kneeling poses to sit off the ground.

and best prioity to use for Animations for walking
Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
Join date: 22 Jun 2006
Posts: 2,715
01-14-2009 23:20
From: Jenn Yoshikawa
Kinda new to the whole Animation thing but I want to ask a few things.

I'm working on a collar system and I have been makeing some animations for it. Well some of them well be standing but when I start to walk it will start to walk then frezze up. I treid not looping it same out come. How do do you fix this.


Is this collar an animation overrider? Does it replace your walks and stands? Definitely check your animation's priority. If it's too low the default stand and walk anims will show. You also want to move every body joint in your animation. If you don't then the default anims will once again show.


From: someone
Not sure how many of you use uposer but what is the best hight to use for kneeling poses to sit off the ground.


Sorry don't have uposer. You might have to find out through trial and error.

From: someone
best prioity to use for Animations for walking


If you make your walk priority 3 it will override the default walk and it allows you to play a priority 4 animation on top of it. Which might come in handy.
Jenn Yoshikawa
Registered User
Join date: 14 Nov 2007
Posts: 91
01-15-2009 10:46
say I make a pose for hands tied behide the back standing. When I walk it will play then the whole body will frezze. I have it set at 3 so it would keep the arms lock but frezzing kicks in. I open the bvh in Avimator and used a waling bvh and moded it to my pose hit play and it walks just fine when I up load it to sl poof frezzing all over again.


tried with 5, 10, 15, 20 etc yp to 30 frames same frezzing. I can send you the aims I have up loaded so you can see how they frezze up.
Nalates Urriah
D'ni Refugee
Join date: 11 Mar 2008
Posts: 113
01-18-2009 08:41
...I'm new to animations so salt what I say...

If the hands are tied and not moving it would seem to be more of a pose than an animation. The only difference between a pose and an animation is poses are 2 frames and do not loop.

When you say the animation freezes... is this like a program lock up or did it just fail to loop?
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Nalates Urriah
D'ni Refugee - Guild of Cartographers
Osprey Therian
I want capslocklock
Join date: 6 Jul 2004
Posts: 5,049
01-18-2009 10:08
When I make a little one-body-part animation (say, holding a lantern up) that affects only one part (say, the left arm) I move only that part, then upload 2 frames and loop it at maybe 3 priority, and then all other body parts move freely - the left arm, however is in the lantern position.
Jenn Yoshikawa
Registered User
Join date: 14 Nov 2007
Posts: 91
01-18-2009 14:35
I have 3 frames on a basic one frame one we all know you don;t touch hehe. The other 2 are hand hide the back. I have up loaded the aim 10 times with looping and not looping they all seem to frezze up on me.
Osprey Therian
I want capslocklock
Join date: 6 Jul 2004
Posts: 5,049
01-18-2009 17:41
I'd start over. Make one frame with hands behind the back being SURE not to move any other parts. Upload and loop.
Nalates Urriah
D'ni Refugee
Join date: 11 Mar 2008
Posts: 113
01-21-2009 15:45
Are you usung the Preview Grid to test these?

If you try priority 4 do they work?

If you move the left arm, it needs to have an entry in frame #1 in the zero position (default T). For a pose the new position is in frame 2. If the change between frames 1 & 2 is insufficent, SL decides there is no movement and ignores it. So, an empty frame 1 can mess things up.
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Nalates Urriah
D'ni Refugee - Guild of Cartographers
Zoey Helgerud
Overqualified
Join date: 13 Jun 2007
Posts: 44
01-21-2009 20:06
Animations in an AO should be priority 2 or 3, to allow additional accessories to work right.

As for your problem, I suspect it is not because of the animation, but the script being used to might be causing it.

And for the height issue, there is no "best height" for that. It may be effected greatly by the body shape of the avatar playing the animation. You can download the default animations and use their heights as a base, though.