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QAvimator - Anyone else run into this?

Justice Lorefield
Registered User
Join date: 27 May 2008
Posts: 8
02-16-2009 13:24
I've been making a few animations through Qavimator and uploading them and they seemed fine, until I got to one. The movement is quite subtle, a rising and falling of chest and shoulders to show breathing.

It looks great in QAvimator, in avm or bvh formats. But, when I upload it to SL, there is no motion at all. It looks static.

Am I missing something?

Thanks in advance.
Kornscope Komachi
Transitional human
Join date: 30 Aug 2006
Posts: 1,041
02-16-2009 16:03
the avatar breathes naturally, maybe it interferes somehow or is canceled out.
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Justice Lorefield
Registered User
Join date: 27 May 2008
Posts: 8
02-16-2009 16:37
That's a thought. Although, most of the stand animations I've seen, seem to do that anyway, from what I can tell.
Anti Antonelli
Deranged Toymaker
Join date: 25 Apr 2006
Posts: 1,091
02-16-2009 17:01
Any animation (or part of an animation) that is too subtle, i.e., changes only a very small amount or changes slowly over too long a time period, is apt to get tossed out on upload as SL "optimizes" animations in order to save bandwidth.

Try reducing the framerate of your animation to 15 or even 10 frames/second (if QAvimator allows you to do that, I don't recall); that way your subtle motion translates into greater changes from one frame to the next, and may survive.
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
02-16-2009 17:02
Did you move all joints in the second frame?

1st or second I forgot, been a long time since I tried animations.
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Ephraim Kappler
Reprobate
Join date: 9 Jul 2007
Posts: 1,946
Do not animate the chest or abdomen
02-17-2009 02:09
The question of incorporating breathing motion is common to all animations in SL, regardless of which application is used to make them.

I believe you have to avoid moving the abdomen and chest joints in any frame, including the key frame of course, if you want to incorporate the 'natural' breathing motion of the default SL animations into your final pose or animation. It's the same concept as neck-free: when the neck joint is not moved in any frame the uploaded animation will be overridden on this joint, allowing you to control the direction your avatar is looking.