Wiz Wise
Registered User
Join date: 27 Jan 2007
Posts: 12
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03-08-2007 13:34
I know I'm not too clever but this is getting me mad now. Can anyone explain to me in simple steps how I put anims into the MAT that I purchased?
The included instructions don't always make sense. They say move the animation from each pose ball into the 'contents' of the MAT's blocks, I can do this but now which ones, because they usually have 3 animations in the pose balls. If I move all of them which one do I try to use the play command on (thay have different names)
Also do I need to move the scripts in too, these are not mentioned in the instructions nor is it clear how to link a named pose in the HUD to a particular animation.
Help, my girl is waiting to give me that long kiss guys!
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DancesWithRobots Soyer
Registered User
Join date: 7 Apr 2006
Posts: 701
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MAT is complicated
03-08-2007 13:54
It's expensive, requires pulling animations out of poseballs, and a LOT of fiddly configuration. You'll almost certainly be better off with one of the animation huds.
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Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
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03-08-2007 14:05
MAT? Is that like MLP?
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Destiny Niles
Registered User
Join date: 23 Aug 2006
Posts: 949
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03-13-2007 16:13
I have the MAT and I like it because you can do better alignment of the avies. It is complicated a 4 step process. 1) Copy or move the male animation to the male block. 2) Copy or move the female animation to the female block. 3) Create a notecard for the new animation you just loaded for each block. (I used one of the notecards that was already in the block as an example). 4) Activate each animation an do the fine tuning positioning. Then say 'card' and make the edit to the cards in each block.
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Anti Antonelli
Deranged Toymaker
Join date: 25 Apr 2006
Posts: 1,091
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03-13-2007 19:06
Wiz, I don't have a MAT (being a scripter and tinkerer I prefer the open source MLP) and I'm sure Destiny's instructions are spot-on, but I wanted to add that the extra animations you're seeing are likely the static "waiting" anim and a special "keyframe" anim along with the main animation that you want. You don't need to move those. Also, do NOT move any of the scripts; all you need is a pair of animations.
EDIT: setting up complex strings of multiple animations (1, 2, 3, 4, 5, 6 etc) as you see in a few products is not something I can comment on; wait on those until you have a handle on the easier ones first. /EDIT
If you're not sure by name which is which, you can do a test play by double-clicking on the animations individually while they're sitting in the original ball's inventory, just like you can play animations in your own inventory.
Some animators also include multiple speed versions, in which case you'd want *all* the animations and treat them as separate menu items in the MAT. But what you described sounds a lot like the products of a certain purveyor of high-quality animations who also sells the MAT in his store, and his stuff tends to include the two extra single-frame animations I mentioned, stuff you won't need to transfer to your MAT.
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Aragorn Schism
Registered User
Join date: 1 Nov 2007
Posts: 42
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11-03-2008 17:49
I have just started to use the MAT and I am very pleased. The learning curve is a bit steep and you have to follow the instructions to avoid menu conflicts. Just one comment before my inquiry. The "waiting" animation is very helpful. Before I break apart a set of pose balls, I get both avitars on the balls with the "waiting" animations running. This allows you to see how the creator aligned the avitars before you move what you need to the MAT. I then move the "waiting" animations to the MAT and use them to duplicate the original alignment. Once I have those coordinates, I use them in the notecard for the regular animation.
I am adding to this existing post rather than start a new one. The store mentioned above sells a pose called Lovescene which uses eight animations in sequence. I do know how to add them to the MAT but one piece of missing information is the time duration for each animation. Perchance some individual who reads this forum knows or has worked out that information. With luck they may know the timing for Lovescene II.
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Anti Antonelli
Deranged Toymaker
Join date: 25 Apr 2006
Posts: 1,091
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11-03-2008 18:20
Aragorn: try slightly less than 30 seconds each, say 29 or 29.5 or something along those lines. I haven't put Lovescene in a multi-animation device myself, but 30 seconds is the maximum time for a single animation and so something of a standard, less a single frame due to the way SL animations work. Since frame rates vary the end result will likely fall somewhere between 29 and 30 seconds. EDIT: Yeah, Craig Altman has a blog. http://bits-and-bobs-animations.blogspot.com/Toward the bottom he answers this question, between 28.5 and 29.8 seconds with a bit of slop since timers in SL are not always terribly accurate. Lots of other useful info on that site too.
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Aragorn Schism
Registered User
Join date: 1 Nov 2007
Posts: 42
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11-04-2008 09:52
Thank you Anti. Yes, I had already read the blog. I just dread having to nail down seven animation changes through a bit of trial and error. Was hoping someone had already done the work...lol
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