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Avimator / QAvimator Question

Perre Anatine
reflect..repent..reboot
Join date: 6 Jun 2007
Posts: 714
10-20-2007 19:51
I've been using Avimator and QAvimator now for a few weeks, mostly QAvimator (it seems more user friendly though they are basically the same). I've had a few problems which I've managed to solve mostly by trial and error.

I have one problem which seems to be proving rather more stubborn. Having created my animation, named it and saved it as a .bvh file I go inworld and upload the file. SL presents me with the small demo panel of the animation. More often than not the animation is not what I created. Head movements generally are pretty accurate however body movements are frequently different usually just standing there.

Take the example of my attempt at cycling. In Qavimator I have the model bent forward holding the handle bars and their legs cycling. In the demo and in the final animation they appear upright arms by side with legs pedalling away below them.

I've done a few that worked perfectly and began to develop the idea that maybe the model had to have their feet on the ground for it to work..but I just tried that and it didn't work iether..

Very frustrating..:(..has anyone else found this and come up with a solution..?


Thanks in advance..Perre..:)
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3Ring Binder
always smile
Join date: 8 Mar 2007
Posts: 15,028
10-20-2007 23:41
i had that problem, which finally developed into "i can't even save the files on my HD anymore". my Qavimator broke or something. i gave up, altho i was enjoying making animations.

i'm sorry i can't help out here. i hope someone comes along soon. i'll be watching this thread too. good luck!
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Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
Join date: 22 Jun 2006
Posts: 2,715
10-24-2007 16:26
If you say the upload demo animation is showing the problem the only thing I can think of is that not all joints have been moved in the second frame of your animation and they are being treated by SL as unlocked joints and SL is just using the default animations with them. Try going to frame 2 of your animation in Qavimator and move every single joint by a small bit.
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