Whole body movement during animation
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Ravanne Sullivan
Pole Dancer Extraordinair
Join date: 10 Dec 2005
Posts: 674
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10-09-2006 13:23
I've created an animation in Poser 6 that has my avatar move to a pose and then do a spin around a fixed point. I looks perfect in Poser but when uploaded it goes in to the pose but just stays there. Minor limb movement that I have in the animation occur as they should but the whole body just says in one spot. This is for a pole dance with my avatar doing a swing around the central pole. Any help or suggestions as to what I'm missing would be greatly appreciated.
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Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
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10-10-2006 07:53
I noticed something similar to this with the beach towel I just made. In one pose, the characters turn 180 to face the opposite direction. However, SL wasn't recognizing this turn, so I just had the poseballs turn. I think the issue is that I was animating the overall body to do that turn and SL ignores that, only paying attention to movements of the hip onward. I'm not sure though and have to do more tests.
If this is the case, that's pretty annoying since turning the character completely around is much easier by animating the overall body than by moving the hips and feet separately. For simple animations and poses I can just keep rotating the poseball, but this will be a pain when I start doing dance animations.
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 (Aelin 184,194,22) The Motion Merchant - an animation store specializing in two-person interactions
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Ishtara Rothschild
Do not expose to sunlight
Join date: 21 Apr 2006
Posts: 569
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10-10-2006 08:17
Johan, when you turn the inverse kinematics for the feet off, rotating the hip will turn the complete Poser figure. No need to adjust the legs separately.
I had a similar case where the hip movement was simply ignored. I had created single poses before, saved them and applied them to a longer animation later. It worked fine again after modifying the middle frame and rotating the hip a tad more, by 0.5 or so.
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Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
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10-10-2006 11:26
From: Ishtara Rothschild Johan, when you turn the inverse kinematics for the feet off, rotating the hip will turn the complete Poser figure. No need to adjust the legs separately. duh, I knew that, I just forgot. Thanks for reminding me!
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 (Aelin 184,194,22) The Motion Merchant - an animation store specializing in two-person interactions
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Luth Brodie
Registered User
Join date: 31 May 2004
Posts: 530
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10-10-2006 20:15
From: Johan Durant I noticed something similar to this with the beach towel I just made. In one pose, the characters turn 180 to face the opposite direction. However, SL wasn't recognizing this turn, so I just had the poseballs turn. I think the issue is that I was animating the overall body to do that turn and SL ignores that, only paying attention to movements of the hip onward. I'm not sure though and have to do more tests.
No more tests are needed. You are correct in saying that any 'body' movements are not recognized by SL. If you want to move the full avatar easily, turn off IK and move the hips. Ishtara: You ran into the dreaded optimization issue. Any body part that isn't moved 'enough' SL doesn't pick it up. Same goes for keyframes too far apart. Like an animation that moves something, pauses, then moves again. SL will throw out that pause if it lasts too long. Which is the reason why every animation in SL that could look natural looks fidgety.
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"'Aarrr,' roared the Pirate Captain, because it seemed a good way to end the conversation." The Pirates! In An Adventure With Scientists. Reel Expression Poses and Animations: reelgeek.co.uk/blog
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Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
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10-11-2006 07:04
From: Luth Brodie No more tests are needed. You are correct in saying that any 'body' movements are not recognized by SL. If you want to move the full avatar easily, turn off IK and move the hips. Thanks for the confirmation, saves me a little time.
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 (Aelin 184,194,22) The Motion Merchant - an animation store specializing in two-person interactions
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Chastity Sin
Homeless
Join date: 1 Sep 2006
Posts: 14
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10-11-2006 14:55
From: Luth Brodie SL will throw out that pause if it lasts too long. Which is the reason why every animation in SL that could look natural looks fidgety. How many frames can you pause for, before this starts to become a problem?
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Luth Brodie
Registered User
Join date: 31 May 2004
Posts: 530
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10-11-2006 20:31
oddly, I can't remeber. Not enough to make it look natural.
Since the only ones that I've worked on that I wanted movement like that were animations to go into a poseball, I made different animation files for before the pause and after. Last frame pose matched 2nd frame of the next and uploaded with int% 100 and loop checked. Created a transition script to string them together and put the delay between them however long I wanted the pause for.
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"'Aarrr,' roared the Pirate Captain, because it seemed a good way to end the conversation." The Pirates! In An Adventure With Scientists. Reel Expression Poses and Animations: reelgeek.co.uk/blog
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