Catwise Yoshikawa
Registered User
Join date: 15 Aug 2007
Posts: 93
|
01-25-2009 05:57
Hi! few days ago someone writes me asking for help making walking animations. She notice the animations pause at the end of the loop. I did try to make a walk animation but give up for the same problem. I test some other walk animations I have in my inventory, from others, and that pause is on almost all of them. I know how to make animations and all that, I also tried to use some prebult animations from poser, and use avimator and qavimator also. In all that programas walking animations looks good, but in SL doesn't. Any tip on that? thanx for reading 
_____________________
Neko, swings, trees, scripts, AO's, English to Spanish translation services and much more... Blog ---> http://nyc-creations.blogspot.com SLX ---> https://www.xstreetsl.com/modules.php?name=Marketplace&MerchantID=47841 In-world Store ---> http://slurl.com/secondlife/Blue%20Quill/214/118/69
|
Seshat Czeret
Registered User
Join date: 26 May 2008
Posts: 152
|
01-25-2009 17:57
One trick I use to reduce the likelihood of a 'pause' in a loop: I put the repeat of the first frame as the N+1 frame.
To clarify:
If the first frame of the loop is frame 2, and the last frame of the loop is frame 32, I repeat frame 2 in frame 33.
This way, my animation program does all the in-betweening to make the last frames of the loop ready to match frame 2, but I don't have two identical frames next to each other.
Clarification 2, if you need it:
Normal methods make the loop effectively run this sequence of frames (because frame 32 is the same as frame 2): 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 2
Note that there's a frame 2 at either end, so at the end of the loop you get "30 31 2 2 3 4". This creates a hesitation, pause, or stutter effect.
However, putting the copy of frame 2 one frame beyond the end of the loop, you get 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
and at the end of the frame, "30 31 32 2 3 4". Because frame 32 is not a repeat of frame 2 - instead, frame 33, which doesn't get included in the .bvh file, is the repeat.
I hope this helps!
_____________________
My blog: http://seshat-czeret.blogspot.com/ My shop: http://slurl.com/secondlife/Achlya/199/185/102
|
Damien1 Thorne
Registered User
Join date: 26 Aug 2007
Posts: 4,877
|
01-26-2009 06:58
I have similar problems with jumps at the end of a loop. I will try your suggestion. This does lead to a couple of other questions.
1. Qavimator rounds the start and stop loop percentage to whole numbers. How many decimal places should the percentage be calculated to for uploading to sl?
2. Will the ease-in and ease-out times have any effect on a looping animation?
TIA
_____________________
As we fade into the darkness...
|