Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Upload Error-can't get rotation order

Dafydd Perun
Registered User
Join date: 20 Sep 2005
Posts: 12
11-07-2005 15:52
Hi, I tried makeing my first animation useing the male SL modle and I based the first frame off of the SL standing animation from the package SL has on their site for poses.

I was told by a friend to try makeing the first two frames identical, but that didn't work either.

I made a simple animation, exported the BVH file, and tired to upload it to SL, but SL keeps giving the me error 'unable to read animation file. Can't get rotation order' how do I fix that?

I tried also rendering the animation and then export it, but that did nothing too. I'll attach the animation export with this post. I used the male SL avatar as the modle. Can someone tell me what's wrong here? and how I can successfuly upload this simple test animation?
Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
11-08-2005 04:58
First off, did you upgrade your Poser? Although I'm not sure what version of Poser you have, you must have the latest one.

The first frame of Your 80 frames animation was not the default T-Pose on my Poser. And you touched the forbidden "Body" and "CenterOfMass". I'm not sure if it is your fault or the old version's bug. Anyway, you should get the latest service pack first.

And when you upload your file, please do pz3 file because bvh file tells us you set keyframes on all frames and I can't fiugre out what you did precisely.
_____________________
:) Seagel Neville :)
Michael Martinez
Don't poke me!
Join date: 28 Jul 2004
Posts: 515
11-08-2005 07:31
I seen this error when you export the BVH and say NO (Don't Do any scaling) to scaling.

When you export bvh you must select Scale Automatically..
Oasis Perun
Registered User
Join date: 2 Oct 2005
Posts: 128
11-08-2005 07:47
I had this same problem with poser... I had to download SR1(Service Release) for Poser6 and it magically fixes it :D
Dafydd Perun
Registered User
Join date: 20 Sep 2005
Posts: 12
11-08-2005 07:55
Okay, I'll update poser ASAP. As for the first frame, I didn't use t-pose, I used 'avatar_stand_1.bvh's first frame, didn't see t-pose when I was just starting poser for the first time.

About the 'center of mass' and 'forbidden body' what do you mean?.. I made the modle get down by grabbing it by the chest and pulling it down useing the moveing tool, are there any parts of the SL manniqune that you can't minipulate?, and if so, how do you 'freeze' or remove a peice of the body so that poser won't automaticly minipulate that part? If nothing else I'd still like to know how to freeze or remove parts just so that I can make animations for tinys, if that's how you do it, but I'll worry about tiny animations later.

I haven't updated Poser yet, but I'll upload the project file so you can see it, this is after I hit the render button. Also, thanks for the note about scaleing, I'll be sure to always choose to automaticly scale.
Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
11-08-2005 08:05
I hope this Cristianno's remark would help you much. :)

Oh, I forgot to say... about forbidden "Body" and "CenterOfMass".
Those parts are not translated into bvh. Bvh's top hierarchy is "Hip". So if you move those parts, it would never move in SL. And to make matters worse, you will get an unexpected result.
And I made sure you didn't touch them. It is apparently because of bvh exporting bug of the Poser6's first release. You'd better get the patch soon.

I hope you make sure this, too. :)
_____________________
:) Seagel Neville :)
Dafydd Perun
Registered User
Join date: 20 Sep 2005
Posts: 12
11-08-2005 11:17
Wow, thanks for all that info; I'll be sure to try all of the things said in all those topics until I get it right. I still don't have the updates yet, but am working on it.

I got a question though... the T-pose, that's the pose where the modle stands with their arms stright out right?.. why is it that animations SL provided like Standing_1 the modle isn't in T-pose in the first two frames like the instructions say?? Most of the pre-made animations by SL doesn't have the modle standing in a T-pose, why is that?, isn't that a no no??

One other thing that no one mentioned; to render or not to render?, If I click the render button, my animation thing builds frames for all objects, does this matter or not?, if so, should I render or not?
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
11-08-2005 11:58
your joints all have the wrong names.
_____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river.
- Cyril Connolly

Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence.
- James Nachtwey
Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
11-08-2005 14:33
From: Dafydd Perun
I got a question though... the T-pose, that's the pose where the modle stands with their arms stright out right?.. why is it that animations SL provided like Standing_1 the modle isn't in T-pose in the first two frames like the instructions say?? Most of the pre-made animations by SL doesn't have the modle standing in a T-pose, why is that?, isn't that a no no??
The first frame of bvh which is the same with pz3 is used as just a reference of information between bvh and SL's, that is, all information must be zero. It is called the default T-Pose. The first frame's Pose doesn't appear in SL.
From: someone
One other thing that no one mentioned; to render or not to render?, If I click the render button, my animation thing builds frames for all objects, does this matter or not?, if so, should I render or not?
You can see what bvh actually is this. That is just an information of the movement of your avatar. Rendering doesn't matter. You don't have to render them to create SL animation.
_____________________
:) Seagel Neville :)
Dafydd Perun
Registered User
Join date: 20 Sep 2005
Posts: 12
11-08-2005 15:50
Strife Onizuka; what do you mean all my joins have the wrong names?? that's what poser called them when I used the SL made avatar

Seagel Neville; I understand how it works now, but you never fully answered; okay, so the first frame should be the T-pose, well a lot of people say the first TWO frames should be T-pose, is this true?; also it doesn't explain why the animations by LL never used the T-pose at all
Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
11-08-2005 19:45
From: Dafydd Perun
Strife Onizuka; what do you mean all my joins have the wrong names?? that's what poser called them when I used the SL made avatar
You exporeted your animation into bvh by your unfixed buggy Poser. The bvh's description included the joint's name was wrong. That is what Strife remarked.
From: someone
Seagel Neville; I understand how it works now, but you never fully answered; okay, so the first frame should be the T-pose, well a lot of people say the first TWO frames should be T-pose, is this true?; also it doesn't explain why the animations by LL never used the T-pose at all
I've never heard that the first two frames should be T-Pose. Still pose animations are created by just two frames, the first is T-pose and the second is what you want to let it posture. So that is not true.
I said SL used the first frame of bvh as a reference. SL set the offset value by using the first frame. The first frame is important and is used enough by SL. But it would not just appear as a pose in SL. If you let your avatar lean at the first frame, SL would take it to stand up straight. As a result, you will get an animation that the avater leans throughout frames like this.
_____________________
:) Seagel Neville :)
Dafydd Perun
Registered User
Join date: 20 Sep 2005
Posts: 12
11-08-2005 20:17
From: Seagel Neville
You exporeted your animation into bvh by your unfixed buggy Poser. The bvh's description included the joint's name was wrong. That is what Strife remarked.


Well as I said in my post, I'm working on getting the updates as soon as possible. I so far finally got ahold of the content update, but obviously that didn't have all the required fixes and am in the midst of downloading the Service Relase 1 for poser which is likely the update that fixes all those problems.

Thank you though for the information about the first and second frame, that makes better sense. One thing I'm curious about.. how do you make an animation that starts by doing an action ie. waves arms; and then ONLY loop a certin sections of the frames after. For example play from the beginning to the end, but then it loops back to frame say 20 instead of all the way back to the start again?

Getting a bit ahead of myself asking that question when I still haven't yet updated and tested uploading animations, but be good for me to know later on.
Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
11-08-2005 21:41
From: Dafydd Perun
One thing I'm curious about.. how do you make an animation that starts by doing an action ie. waves arms; and then ONLY loop a certin sections of the frames after. For example play from the beginning to the end, but then it loops back to frame say 20 instead of all the way back to the start again?
It is the loop animation that start from the second frame to the last frame and then start from the second frame again. I don't think you can let it loop back as you said. Talking of wave, you have to create the animation that the arm moves from left to right and moves to left again. That is the one loop animation.
_____________________
:) Seagel Neville :)
Dafydd Perun
Registered User
Join date: 20 Sep 2005
Posts: 12
11-10-2005 10:50
Okay, I updated poser, and I tried uploading a simple animation which worked!

...however, there is still one more issue.. After I uploaded it, in both the animation preview before paying the 10L as well after within SL playing the animation, I found that right after my modle does what I told it to in the animation, it then reverts back to the standing pose. Why?

I want my animation to stop at the last frame and stay there, but instead it keeps reverting back to standing if I tell it not to loop, can someone please explain this to me, and how to may it stop at my desired frame instead of standing back up again?

-I attached the poser project file

EDIT: When I uploaded the animation, I found on way I could make it stop was I told it to loop in 100% out 100%, makeing the animation seem to freeze at the last frame, is this the right way of doing it?

EDIT AGAIN: ANOTHER problem I found. If I have the second frame a T-pose, within SL, it plays that T-pose which I really don't want. However, if I have the second frame within poser anything other than a T-pose, my figure just spazzes out and gos crasy. I started a completely freash project, first frame a T-pose, second frame I put the arms by the modle's sides, I make another keyframe a few frames away from it with a different pose like kneeling. And when I play it, my modle's body just flys all over the place. Even if I have the frame 2 and the next keyframe after if IDENTICAL my modle still spazzes out flying all over the place before going to the same pose. What's going on here??
Dafydd Perun
Registered User
Join date: 20 Sep 2005
Posts: 12
11-10-2005 16:00
Ok, with the help of a friend in SL, I finally got things resolved.

The thing with the modle going nuts when I didn't have the second frame as a T-pose was resolved by makeing all frames 'linear' which is one of the functions on the animation pallett (makes the frame indicators brown instead of green)

As for looping, I think I figured it out as mentioned on my previous post.
Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
11-10-2005 16:49
Aha, congrats, anyway. :)

That is 4-1 issue of "Before asking poser trouble". And you can also solove by this method.

The way of solving the loop thingy was perfect. Way to go. :)
_____________________
:) Seagel Neville :)