Problem with some animations
|
Conny Grebe
Registered User
Join date: 7 Nov 2006
Posts: 72
|
11-15-2007 06:49
Hi,
My problem is that some of my animations having problems.
First Peoblem: When i look at the animation in poser everything works well. When im installing the animation on a poseball also everything is ok... i save the position. And when im sitting on the poseball again the animation is on another position. The person is moving in rotation a bit and in the hight... does anybody know why ?
Second problem: i also have the problem, that the poseball is in the ground of the bed and the person is high in the air.... i have created much animations and i only have the problem on 18 animations of girl girl and cuddle. When i import the exported bvh motion back into a new poser file the figure is sitting high too. Why ?
|
Amity Slade
Registered User
Join date: 14 Feb 2007
Posts: 2,183
|
11-15-2007 09:26
Second question first. The difference in hip position between the first frame (which is the reference frame) and the second frame (the actual start of the animation) seems to determine where the avatar will be positioned in relation to the pose ball. Try moving the hip up (yTran) in the first frame.
As to the first question, that seems to be not a problem you are having with the animation, but a problem with whatever platform you are using to store your animations. What version of the MLP are you using, or are you using something other than the MLP?
|
Conny Grebe
Registered User
Join date: 7 Nov 2006
Posts: 72
|
11-15-2007 10:00
I have the problem with a sync poseball, an normal poseball script an with MLP 1.2  can you explain it more what you mean to question 2 ? And are you sure that this will fix the problem ?
|
Amity Slade
Registered User
Join date: 14 Feb 2007
Posts: 2,183
|
11-15-2007 10:19
In Poser, if the figure's hip is at 0.0 on the yTran dial in frame #1, and then the hip is at 0.5 on the yTran dial in frame #2, then the animation will place the avatar a lot higher than the poseball when you play it in Second Life.
If you go back to Poser, and change the yTran dial on the hip to 0.3 in frame #1, and keep the rest of the animation the same, and then go back and export it to Second Life and put it in your poseball, then the animation will place the avatar a lot closer to the pose ball.
If your animation is intended to play on furniture, then it is a good idea to have the hip in frame #1 a lot higher than throughout the rest of the animation. That way, you can keep the poseball a good bit higher than the furniture.
Remember that Frame #1 never actually plays as part of the animation in Second Life. Frame #1 is used for reference only, and is compared to the rest of the frames to determine how the avatar and joints actually move. So, when you raise the height of the hip in Frame #1, that is the same thing as lowering the height of the hip for the rest of the frames in the animation.
Does that explain it better to you?
|
Conny Grebe
Registered User
Join date: 7 Nov 2006
Posts: 72
|
11-15-2007 10:27
yes i think so  so i dont have to edit all frames after frame one... i only have to edit frame one. but must i edit the body high in frame one or the hip high ?
|
Amity Slade
Registered User
Join date: 14 Feb 2007
Posts: 2,183
|
11-15-2007 10:35
Edit the hip, not the body. None of the parameters for body will be used by Second Life; anything you do to adjust body will be ignored.
|
Amity Slade
Registered User
Join date: 14 Feb 2007
Posts: 2,183
|
11-15-2007 10:41
From: Conny Grebe Hi,
Second problem: i also have the problem, that the poseball is in the ground of the bed and the person is high in the air.... i have created much animations and i only have the problem on 18 animations of girl girl and cuddle. When i import the exported bvh motion back into a new poser file the figure is sitting high too. Why ? This problem probably has more to do with the way you are using the MLP, and I'm no expert on the MLP. I use the MLP, I just don't understand it entirely. I have found that sometimes the MLP does seem to just lose the height setting on a particular animation, but after I shut down and then restart the MLP, it comes back. I have also found that I have problems when I set the poseball positions in a skybox. The height doesn't seem to get stored properly in the MLP. Things work better when I'm setting them on the ground. I don't know any technical reasons for any of this; it's just a little bit of trial-and-error on my part.
|
Conny Grebe
Registered User
Join date: 7 Nov 2006
Posts: 72
|
11-15-2007 10:49
Ok i test it.
i edit the hip high in first frame, save the file and export the bvh file.
Than i import the bvh file in a new file and in frame 2 the figure is still very high.
|
Amity Slade
Registered User
Join date: 14 Feb 2007
Posts: 2,183
|
11-15-2007 10:54
Did it get better? You might want to try changing it even more.
I've been working on a series of couples couch animations. In frame #1, I usually have the figure at 0.15 on the yTran, and then in frame #2 (and throughout the rest of the animation) I have the figure at -0.12 on the yTrans, or thereabouts.
Remember that anything you have on the Body, rather than the Hip, is ignored. Make sure that you don't have something on Body that's screwing it up for you.
|
Conny Grebe
Registered User
Join date: 7 Nov 2006
Posts: 72
|
11-15-2007 11:08
i changed the high in frame one from 0 to -2 in frame 2 the high is -2.133 but it doenst change anything. do you see it on the screen ? EDIT: Ok maybe i did something wrong  The kinematic for leg was on. I think that it works without kinematic. EDIT2: No doesnt work *G*
|
Amity Slade
Registered User
Join date: 14 Feb 2007
Posts: 2,183
|
11-15-2007 11:52
You need to make sure you turn off IK and save your file before you export it. IK will screw up the joints.
I think I had the problem you are talking about with an animation I did. I fixed it in Poser, but never uploaded it to Second Life, so I decided to go ahead and do that now and take some screen shots. Hopefully it will help you, or maybe it will show that I don't quite understand the problem that you describe.
|
Conny Grebe
Registered User
Join date: 7 Nov 2006
Posts: 72
|
11-15-2007 12:06
I have switch off the IK but it doenst work. But what is the problem in your animation ? I doesnt see a different 
|
Amity Slade
Registered User
Join date: 14 Feb 2007
Posts: 2,183
|
11-15-2007 12:26
From: Conny Grebe I have switch off the IK but it doenst work. But what is the problem in your animation ? I doesnt see a different  With the way I took the Second Life pictures, it's hard to see the difference. Before I made the change (the bottom pictures), the poseballs had to be lowered partially inside the couch for the animation to play at the correct height. After the change, I was able to raise the pose ball so it is a comfortable height over the couch, making it much easier to click. Is this the problem you were having, or did I misinterpret it?
|
Conny Grebe
Registered User
Join date: 7 Nov 2006
Posts: 72
|
11-15-2007 12:30
yes sure, but much bigger  my figure is on the high of a peoples hip in SL with the kneel. And in poser the figure is on the ground.
|
Amity Slade
Registered User
Join date: 14 Feb 2007
Posts: 2,183
|
11-15-2007 12:46
Could you pose a screenshot from Second Life, to make it easier to compare how what you are seeing in Poser translates to what you are seeing in Second Life?
Edit: Looking over your screenshot again, the figure is a lot higher in Frame #2 than Frame #1. If you haven't already, make sure that you have adjusted nothing for Body. Keep your xTran, yTran, and zTran at 0.000 in every single frame. Based on the way the pictures look, and the values you quoted, it looks to me like you must have changed values in Body between frame #1 and frame #2. Adjust hip only, keep Body zeroed out always.
|
Conny Grebe
Registered User
Join date: 7 Nov 2006
Posts: 72
|
11-15-2007 13:33
What do you mean with "djusted nothing for Body" I doenst understand that ? In Frame 1 i only move the hip and in Frame 2 the complete body is moved in anyway i think. But i move the complete body allways on all my other animations. more than the half of the animations i did work well... because of that im very confused.. any by the way: xTran, yTran, and zTran.... in frame 1 if i have to edit the hip high it is called only move down / up.. i think that this is the same that you mean, right ? I can upload a screenshot tomorrow, because its realy late now for me  All i can say: in Pose the figure is sitting on the ground and in SL the figure is sitting in the same pose, but 1m away from the ground. And after exporting and reimporting the bvh file it is also seen in poser, that the figure is sitting 1m from the ground (you see it in my last screenshot i posted... this way it looks like in SL too)
|
Amity Slade
Registered User
Join date: 14 Feb 2007
Posts: 2,183
|
11-15-2007 14:06
yTran is the same as Move down-up.
Any parameter dials you use on Body will be ignored when you export to .bvh. Body is only important in Poser; it is ignored when you export to .bvh and import to Second Life.
It could be interfering with your animation because the position you have set on Body conflicts with what you have set on Hip. If the yTran (move down-up) on the hip is 1.0, and you also have the yTran on the Body set at 1.0, your figure is going to appear to be 2.0 units high in Poser. However, when you export to .bvh, the Body is ignored, only the 1.0 on the Hip is used, and in Second Life the figure will appear to be 1.0 high.
Thus, the figure appears higher in Poser than in Second Life because Poser is calculating height by adding the Body yTran to the Hip yTran. In Second Life, it's only the Hip yTran.
|