Stormy Roentgen
Prim Putter Togetherer
Join date: 25 May 2004
Posts: 342
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12-28-2006 01:02
I've made a walk anim for a new tiny avatar I made, and the anim previews perfectly in Poser, and perfectly on the preview when uploading to SL, but when I play the animation in SL after uploading, my arms jerk (flutter) while I'm walking. I uploaded it with priority 4, frame 1 is default pose, and the arms swing back and forth in the anim I made. It's as if my anim and SL's default arm swing while walking are fighting for the controls.  But my anim should be overriding SL's. 
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Lightwave Valkyrie
Registered User
Join date: 30 Jan 2004
Posts: 666
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12-28-2006 02:24
wearing an AO also? playing two pir 4 anims will add them thats all i can think of.... -LW
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Stormy Roentgen
Prim Putter Togetherer
Join date: 25 May 2004
Posts: 342
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12-28-2006 02:52
Yes, I was using an AO for the walk, and an "animate av on attach" script for the basic tiny anim... both at priority 4.
So I just tried uploading the normal tiny anim at priority 3, and arms were still jerky. I tried removing the other animation altogether and using just the walk. The arms were still jerky. *Pulls hair out*
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Stormy Roentgen
Prim Putter Togetherer
Join date: 25 May 2004
Posts: 342
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12-28-2006 04:35
Finally figured out the problem. I hadn't moved the "collar" so the default collar movement was trying to play.
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Lightwave Valkyrie
Registered User
Join date: 30 Jan 2004
Posts: 666
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12-28-2006 14:30
ah! it sounded like two anims playing at same time  -LW
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Valradica Vanek
Registered User
Join date: 1 Aug 2006
Posts: 78
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Hadn't moved the "collar"
12-29-2006 02:17
Stormy, I am having the same problem - what do you mean, "handn't moved the collar" What collar - are you talking about the neck joint of the avatar?
Could you be more specific about what this means? VAl
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Ishtara Rothschild
Do not expose to sunlight
Join date: 21 Apr 2006
Posts: 569
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12-29-2006 04:06
Valradica, you need a change of all joints that aren't supposed to play the standard animations between frames 1 and 2. If you create a sitting posture for example and don't move / rotate the head and neck joints, the avatar's head will follow the mouse cursor while playing the animation. If the head isn't supposed to move, rotate the neck by -1 and the head by +1, just to get a minor change and show the client that the joints are in use by your animation file. Same with every other joint; changing shoulder, forearm and hand only leads to standard movement (typing, posture changes etc.) being applied to the collar joints (above the "shoulder" joint; the name is quite odd, I'd personally say collar = shoulder joint and shoulder = upper arm).
Btw, I'd always start with the collar joints when creating an arm animation, if it should look realistic. A human body never moves the upper arm without moving the shoulder as well. I've seen poses with the arms raised above the head, but the collar joints in standard position; looked like an accident victim to me.
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Stormy Roentgen
Prim Putter Togetherer
Join date: 25 May 2004
Posts: 342
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12-29-2006 04:09
Yes, the collar bone. 
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Tufif Kraft
Registered User
Join date: 4 Nov 2006
Posts: 64
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12-29-2006 05:57
That always confused me in poser. The hand is the hand, simple enough. The forearm is the forearm. Makes sence. The rest of the arm is the shoulder, and the shoulder is the collar? That threw me off a few times before I got used to it.
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