Poser 7 Knee/Leg Crossing in SL
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Ina Centaur
IC
Join date: 31 Oct 2006
Posts: 202
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02-12-2008 05:46
Poser 7 previews a relatively wide walk with legs *NOT* crossing (generated using walk designer), but whenever I import the animation to SL, the knee/legs "cross." Is this a bug with Poser 7?
I also notice that the walk and stand previews show different cross's. But, the AO walk shows the crosslegged walk.
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Ben Stravinsky
Second Life Resident
Join date: 7 Nov 2004
Posts: 149
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02-12-2008 06:19
Whats a 'wide' walk?
Whats an 'AO walk'?
Are you using the SL Poser figures?
What priority are you uploading the animations at?
At frame 2 of your sequence, each limb needs to be moved slightly in order for SL to pick up on the change, have you done this?
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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02-12-2008 07:24
I'd guess that wide = legs move out straight (as most male walks) instead of foot in front of foot (as most female walks) also guessing AO walk = the walk as applied within SL, vs how it appears in poser, or in upload preview. of course a picture is worth a thousand words  on top of Ben's suggestions to make sure you're using the SL figures, making the priority high enough to overide the default walk, and tweaking the 2nd frame, also make sure you break spline between the 1st and 2nd frames, and realize that all walks won't look the same on different Av's.
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Ina Centaur
IC
Join date: 31 Oct 2006
Posts: 202
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02-13-2008 02:26
Sorry for the ambiguity, here's a video of what I mean: the video shows the preview in Poser, and also the preview in SL. Note the cross-legged thing. http://www.youtube.com/watch?v=706aTA8n0QoHelp! x.x :-X
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Ina Centaur
IC
Join date: 31 Oct 2006
Posts: 202
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02-14-2008 13:23
meh. if a pic is a thousand words, is a vid is a thousand times a thousand words? it's only about 30 secs, please watch to see the weirdness in the animation?
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Michael Bigwig
~VRML Aficionado~
Join date: 5 Dec 2005
Posts: 2,181
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02-14-2008 13:39
From: Ben Stravinsky Whats a 'wide' walk? The walk used by loose women. 
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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02-14-2008 13:53
From: Ina Centaur meh. if a pic is a thousand words, is a vid is a thousand times a thousand words? it's only about 30 secs, please watch to see the weirdness in the animation? I did, soon as you posted it... just couldn't think of any suggestions past what's been given, and didn't know if those suggestions had bee applied.
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Ina Centaur
IC
Join date: 31 Oct 2006
Posts: 202
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02-14-2008 15:00
ok, for priorities -- which one has higher priority to override? 1 or 4?
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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02-14-2008 16:03
4
most of the default animations run at 2, a few have parts that go as high as 3. there's a list posted on the forums, the link is in the faq for animators, last post
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Lisa Rennahan
Registered User
Join date: 20 Dec 2006
Posts: 15
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02-18-2008 02:00
The only thing I can think to check is the rotations on the legs...thighs, shins and feet. Your walk looks like the standard P6 walk. Did you use the sl avatar to design your walk?
I seldom ever use the walk designer, did my own walks a long time ago and I always use those. If you still have the pz3 you could save the walk as an animated pose and load the female avatar and load the pose file you just saved and check that walk against your original. I have never checked, but the joint settings might be a little different on the two avatars.
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Wakizashi Yoshikawa
Netrunner
Join date: 18 Mar 2007
Posts: 7
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I think i "cracked" it 
02-23-2008 08:55
Well i have just tried to turn off inverse kinematics for both legs, and boom... anim in preview looks the same as in Poser (and just for check tried it in QAvimator). So make new char from SL Avatar male in poser, turn OFF inverse kinematics (turned on by default in Poser 7 for both legs), make walk in walk designer (dont forget to load figure type while you are there, again SL Male for example) and export as bvh as usual. Hope it helps as it just solved my headaches with legs crossing  From: Ina Centaur Poser 7 previews a relatively wide walk with legs *NOT* crossing (generated using walk designer), but whenever I import the animation to SL, the knee/legs "cross." Is this a bug with Poser 7?
I also notice that the walk and stand previews show different cross's. But, the AO walk shows the crosslegged walk.
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