Kitridge DeSantis
sings the blues
Join date: 21 Dec 2006
Posts: 77
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01-06-2008 21:20
Hi..i'm creating some modeling poses...they work fine in qavimator, they work fine in world when i play them, and they work fine in my animation vendor, but when i put them in my modeling machine and i switch from one animation to the next, the legs or various body parts get screwed up. It seems to screw it up based on whatever pose is before or after the pose i created. For example, if the legs are crossed in one pose, and then i switch to my pose, the body parts mostly go where they are supposed to, but the legs will stay halfway between the crossed legs pose and the pose on my animation. Is this SL being screwy, or something i have neglected when i created the pose?
Thanks for any help in advance! Kit
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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01-06-2008 22:23
From: Kitridge DeSantis Hi..i'm creating some modeling poses...they work fine in qavimator, they work fine in world when i play them, and they work fine in my animation vendor, but when i put them in my modeling machine and i switch from one animation to the next, the legs or various body parts get screwed up. It seems to screw it up based on whatever pose is before or after the pose i created. For example, if the legs are crossed in one pose, and then i switch to my pose, the body parts mostly go where they are supposed to, but the legs will stay halfway between the crossed legs pose and the pose on my animation. Is this SL being screwy, or something i have neglected when i created the pose?
Thanks for any help in advance! Kit more liekly it is a problem of the modeling machine design... instead of canceling the old one and starting the new one it's playing them overtop of each other... other issues might include differing priorities, or some parts not being animated in the new pose (in combination with playing over top of the old one), and possibly a lack of an initial rotation between the first and second frames (in the parts affected), of animations being played over top of one another.... but the root problem is the same regardless... the modeling machine isn't canceling the old animation.
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Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
Join date: 22 Jun 2006
Posts: 2,715
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01-06-2008 22:24
My guess is that all of the joints have not been moved in frame 2 of your pose. I have no idea how modeling machines work but it may not be stopping the previous pose. So if they are both of the same priority and the current pose doesn't have all the joints moved you will see something of a composite pose. If the animation vendor works fine you may want to check the script of the modeling machine or you might have to fix any poses having the problem.
From your inventory, try playing each pose animation separately. Then try playing one and then the other at the same time.
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Kitridge DeSantis
sings the blues
Join date: 21 Dec 2006
Posts: 77
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01-06-2008 22:49
ok, so i played them at the same time in my inventory and i do see the same thing happening, where it seems to take parts from one pose and parts from another. So i have to make sure all the joints in my poses are moved...even if it's not necessary to the pose?
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Luth Brodie
Registered User
Join date: 31 May 2004
Posts: 530
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01-06-2008 22:56
From: Kitridge DeSantis So i have to make sure all the joints in my poses are moved...even if it's not necessary to the pose? Yes if it's a modeling pose. Standard AO poses/anims are the same (except for head and/or neck). Sometimes you want to play 2 different files at the same time, that's when you don't move every joint. You should move every joint 1 degree in every rotation in frame 2.
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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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Kitridge DeSantis
sings the blues
Join date: 21 Dec 2006
Posts: 77
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01-06-2008 23:47
that worked! thanks so much everyone 
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