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Flailing Limbs on Deformed Avs Issue.

Elicio Ember
Registered User
Join date: 26 Feb 2008
Posts: 1
08-27-2009 06:25
I have been working a couple of months now on deforming avs for non-human through the bvh file tweak. Most of what is needed to do so I found in Animation Tips, here. Great information and my sincere thanks to those who took the time and effort to share it.

However I found an issue I cant find an explanation or solution for yet. Sometimes, when transiting from one animation to a new one the limbs will flail wildly for a couple of seconds before snaping into place. Very unseemly.

This same effect happens when you do not lock into place in frame 2 certain joint and an underlying animation tries to move it. But in this situation, although the effect is the same, the conditions are not. I have made certain all the right joints are locked into place (in fact all of them) and the animation is priority 4. Nevertheless you can still see the flailing arms now and then when going from a previous animation to a new one.

Any explanations will be greatly appreciated. Av Deformation Info is quite difficult to come by, and I am sure others will benefit from the sharing as I benefited from the other Threads on this topic.

Thanks!
Bloodsong Termagant
Manic Artist
Join date: 22 Jan 2007
Posts: 615
09-10-2009 05:49
heyas;

are you making sure the ease in/ease out are set to zero?

if they are not zero, the animations will attempt to 'ease through' default animations when changing one to another. (or at least that's how i understand it.) when doing mission critical non-humanoid animations, zero ease is important!

hope that helps.

im still having trouble now, with removing animations on top of a p4 l100-100 e0/0 animation, and having it pop up :/


btw, i understand deformation theory, but how does one calculate how to place joints in particular positions? do you have a reference link for something like that?
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Why Johnny Can't Rotate:
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