Looking for really natural animations.
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Judith Falconer
Registered User
Join date: 13 Jun 2009
Posts: 2
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08-22-2009 05:57
When my avatar is standing in place, her left hand comes through her left thigh. It looks as if she is trying to put her hand in a pants pocket, but it just pops out the front of her leg. From what I have been told, this happens to many avatars with their original animations in place. Big, billowy skirts hide the problem, but then you are stuck wearing them all the time. I have tried several AOs (Wet Ikon and Zhao II), and would go that route if I could find one pre-made with built-in normal poses with smooth transitions like a regular person, not a beauty pageant contestant (with no offense meant to contestants). I do have an AO that I use solely for my avatar's walk. It has a very pronounced swing, but it is better that the original jerky built-in walk. I am not looking to re-invent the wheel, just seeking one good AO with natural-looking, real life poses. There must be one out there someplace. (Actually, the built-in poses would work fine if the hand did not go through the thigh.) Thank you.
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Deira Llanfair
Deira to rhyme with Myra
Join date: 16 Oct 2006
Posts: 2,315
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08-22-2009 08:08
I think you may get more response if you posted on the Products Wanted forum or in Residents Answers. This forum is for animators to ask for technical help.
I can only suggest that you shop around and visit as many animation stores as you can and try and find the stands that you like. Then put them into your ZHAO and customise it to suit your own requirements.
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Deira  Must create animations for head-desk and palm-face!.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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08-22-2009 13:40
this has nothing to do with the AO and everything to do with difference between the changes made to your avatars shape, as compared to the default distributed by LL for animators to use and the actual animations made with that.
for instance, changing your av to have slightly longer forearms or slightly wider hips can take an animation that put you hand on your hip, and turn it into one that buries your hand to the wrist in your thigh.
unfortunately the only way to truly deal with custom shapes is to have custom animations. however several animators use tweaked versions to match shapes that they use, allowing for better matching to those shapes.... and I doubt everyone uses the same tweaks...
your best bet for the cheap is to shop around, or the expensive would be to get an animator to make custom sets to match your av's shape
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Viktoria Dovgal
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Join date: 29 Jul 2007
Posts: 3,593
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08-22-2009 14:22
One size fits all animations are possible in SL (LL's own stands can place the hands on the hips correctly, and ground sits adjust for height), but the BVH importer doesn't expose that functionality. To make that work you would need to make the animation directly in LL's format and tweak the constraints; I don't believe there is much of anything in the way of public tools to make using this any easier.
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Judith Falconer
Registered User
Join date: 13 Jun 2009
Posts: 2
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08-22-2009 20:46
Can something be added to the leg area to make it so solid that the hand will be unable to pass through it?
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Deira Llanfair
Deira to rhyme with Myra
Join date: 16 Oct 2006
Posts: 2,315
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08-22-2009 23:23
From: Judith Falconer Can something be added to the leg area to make it so solid that the hand will be unable to pass through it? No, I don't think so - the avatar mesh is "phantom" and attachments also have to be phantom, even if they are invisible
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Deira  Must create animations for head-desk and palm-face!.
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Viktoria Dovgal
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Join date: 29 Jul 2007
Posts: 3,593
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08-23-2009 01:10
From: Judith Falconer Can something be added to the leg area to make it so solid that the hand will be unable to pass through it? No such luck, not with any off the shelf animations. The avatar is indeed a solid physical object (that's why we can walk on the ground and prims and bump into walls and each other), but the collision shape is just a simple envelope, nothing that could be applied that finely. Animations ignore the regular physics system anyway, that constraints stuff is something that would have to be coded right into each animation you want to use (and it's not a perfect system; the dangling arms in SL's stands can pass through the body because they are unconstrained and also those animations leave several joints free for other motions to use).
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Alina Graf
Alina Animations
Join date: 8 Oct 2006
Posts: 42
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08-25-2009 02:56
From: Viktoria Dovgal One size fits all animations are possible in SL (LL's own stands can place the hands on the hips correctly, and ground sits adjust for height), but the BVH importer doesn't expose that functionality. To make that work you would need to make the animation directly in LL's format and tweak the constraints; I don't believe there is much of anything in the way of public tools to make using this any easier. You are right for height adjustment but not for all the shapes: the standard hands-on-hip actually dives hands into my hips because of my different torso proportions. But I'd like have even a simple LSL instruction that recalculate position basing on actual avatar height.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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08-25-2009 03:10
What I would like to see is something set by script but implemented client-side (like particle systems), where you could apply a small "force" to the animation to make things click, as if there was a magnet in your hip or in a prim attached to your hip. Something like:
llAttachJoint(integer joint_number, key target_prim, integer range, integer strength); // While joint_number is within range of target_prim, // move it to touch target_prim with speed strength
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Ephraim Kappler
Reprobate
Join date: 9 Jul 2007
Posts: 1,946
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08-25-2009 04:33
From: Argent Stonecutter What I would like to see is something set by script but implemented client-side (like particle systems), where you could apply a small "force" to the animation to make things click, as if there was a magnet in your hip or in a prim attached to your hip. Something like:
llAttachJoint(integer joint_number, key target_prim, integer range, integer strength); // While joint_number is within range of target_prim, // move it to touch target_prim with speed strength Dear Ferret, I sincerely wish you the best of luck in choosing the winning Lottery numbers for next week and look forward wholeheartedly to your subsequent acquisition of a controlling share in Linden Labs. Please be sure to keep a list of these bright ideas handy and do your very best to implement them before the end of September. Yours, Ephraim Kappler
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jeaniesing Trilling
Loves to animate & script
Join date: 21 Oct 2006
Posts: 61
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09-01-2009 12:57
 .... cute you do all know that bvh files are really just txt files with a different extension, right? Not as magic as may seem to believe  the problem is the animations you have chosen.... I animate so I created a series of stands that allow my hands to be on the outside of my avatar's ample hips.... the only solution to all of the problems mentioned is "find better animations" no one creator's animations are going to be perfect for every avatar, so go shopping and stand on a whole bunch of those stands that allow you to try out the anims before you buy... and remember, what looks like utter crap on your avatar might be perfect on a friend's shape
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