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Jumpy Animations

Jahdo Ohtobide
Registered User
Join date: 13 Oct 2006
Posts: 1
08-23-2009 09:27
I'm trying to build a set of animations using QAvimator for an avatar and slot them into the franimation AO.

Because it's an tiny AO, I have to mod the hip offset to put myself on the ground. What I have found is that as I move and frananimator calls the different animations, my avatar jumps in the air.

It looks like it's jumping up to the standard offset (~43) which is in the frame 1. The animation itself loops from 2 - 32 (which are identical, and I know I need to change that).

If I edit frame 1 (by unprotecting it) to have the same hip offset, the animation then the avatar seems to float in the air instead!

Has anyone else had this type of problem?

Any advice to what would be the cause of the problem, I thought SL skipped the first frame or is that not the case? (because why protect it and set it to a standing human if it is used?)

tia!
Anti Antonelli
Deranged Toymaker
Join date: 25 Apr 2006
Posts: 1,091
08-23-2009 20:05
I believe that effect is generally because no AO script can react in zero time, and there is always a fraction of a second where the default animation plays before it can be overridden by the new animation.

Perhaps someone who makes tinies and/or miniatures will respond with some information as to how this is normally dealt with, but I would expect that what is required is a high-priority animation that plays non-stop, all the time, which does nothing but adjust the hips down. Then you'd play all your AO animations on top of that. It would require a slight modification to the AO script, or perhaps another attachment with a simple script for this purpose.
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