Still missing something about animations ...
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OneBigRiver Stork
Diversity matters
Join date: 29 Mar 2006
Posts: 44
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12-16-2006 21:20
I have learned that 1) In order for a joint to participate in an animation, at least one of its values must change between the first frame and the rest of the animation. 2) If I have these differences, and priority set to 4, I should definitely override all other animations. Unfortunately, my guys is still looking at wherever the mouse points, and moving around, even when my animation is playing and has priority set to 4. I have checked using llGetAnimationList, and there are no other animations playing. Question: How *much* does the joint need to move after the first frame in order to be considered "active"? I tried going through and adding 0.01 to all the values in the second frame (which is currently just a copy of the T-pose with a few joints moved), and I am still getting some joints that are being over-ridden by the default stand animations and what-not. I seem to have my joint names straightened out, so I'm not sure what else could be causing my problems, except that perhaps I'm not chaning things *enough* and SL is still setting the priority on some of my joints to -1 ... 
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Tequlia Tapioca
Second Life Resident
Join date: 22 Oct 2004
Posts: 116
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12-17-2006 07:33
New at it too but just learned that every joint nust change in the second frame. I have done some very small movements and seems good. But all 19 joints I believe it is, must move in that second frame.
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OneBigRiver Stork
Diversity matters
Join date: 29 Mar 2006
Posts: 44
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12-17-2006 09:39
From: Tequlia Tapioca New at it too but just learned that every joint nust change in the second frame. I have done some very small movements and seems good. But all 19 joints I believe it is, must move in that second frame. Yes, I did that, and it still isn't working for me.  I even double-checked the .bvh file using a text editor to make sure that the first and second frames really were different, and no luck. It seems to be the trunk of the body, the neck, and the elbows that are doing strange things for me. Ah well, I will keep tinkering.
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Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
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12-17-2006 09:52
From: OneBigRiver Stork Question: How *much* does the joint need to move after the first frame in order to be considered "active"? I tried going through and adding 0.01 to all the values in the second frame (which is currently just a copy of the T-pose with a few joints moved), and I am still getting some joints that are being over-ridden by the default stand animations and what-not.
Well, have you tried just moving them more?
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OneBigRiver Stork
Diversity matters
Join date: 29 Mar 2006
Posts: 44
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12-17-2006 10:03
From: Johan Durant Well, have you tried just moving them more? I'm working on it now, but moving all 19 joints is definitely more time-consuming than asking, if someone already knows the answer.  I've gotten it to the point where everything seems to be working except the feet tend to wiggle around a little. Since I will eventually add foot animations, I guess I won't fret about it  Thanks everyone. 
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Luth Brodie
Registered User
Join date: 31 May 2004
Posts: 530
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12-17-2006 23:59
what i do is move every joint 1% for each rotation in frame two. Make sure the first is the default stance and you are good to go.
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Pixie Plasma
Registered User
Join date: 30 Jan 2006
Posts: 12
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12-29-2006 19:44
i find that a movement of at least 4 degrees will do the trick
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Stormy Roentgen
Prim Putter Togetherer
Join date: 25 May 2004
Posts: 342
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12-30-2006 00:03
I stopped head movement for a pose to use in a pose stand by just moving the neck 1 down and the head 1 degree up.... so I am assuming for now that 1 degree of movement per joint is enough.
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