Ina Centaur
IC
Join date: 31 Oct 2006
Posts: 202
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05-22-2008 02:48
So I'm trying to create a very simple variation of a symmetric default T pose... but for some reason I cannot get it to look symmetrical in SL - even if it looks so in QAvimator. On SL, even in the preview, the av looks tilted. Any idea what's wrong - or if something like this is possible? Thanks in adv 
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Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
Join date: 22 Jun 2006
Posts: 2,715
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05-22-2008 11:50
So you are creating just a simple pose? Is it a 2 frame animation? My guess is that on the 2nd frame you haven't fully moved or rotated all the body parts and SL is moving those parts according to the default stand and tilting the avatar because of it. I can't be sure of it though.
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Ina Centaur
IC
Join date: 31 Oct 2006
Posts: 202
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05-23-2008 19:25
Well it is just 1 frame, but frame 0 is the default T pose... AFAIK, I am only modifying the single modify-able frame. Any idea what's wrong?
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Zen Zeddmore
3dprinter Enthusiast
Join date: 31 Jul 2006
Posts: 604
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05-23-2008 19:44
Ina, have you read the stickies on animation? How SL allows or disllows animated parts to be used or overriden is as Bree states dependant on the joint NOT being the same in frame 2. IOW, you can't just drop the arms down a couple degrees in frame2 then upload that and expect SL to know that you also want your animations' legs hips feet etc. to be stationary too. Just FYI, if you use the advanced menu options, you can have all animations and their priority levels displayed over avatars. This might be usefull in debuging your problem.
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Ina Centaur
IC
Join date: 31 Oct 2006
Posts: 202
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05-27-2008 06:28
OK read both the sticky and the replies to this thread several times... It's somehow not clicking... QAVimator has the first frame as a T pose - but should by default have all joints? o.O
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BigJack Rolls
Registered User
Join date: 11 Oct 2006
Posts: 39
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05-27-2008 07:03
in Frame 2, be sure that EVER joint is moved fromt the default T pose position.
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