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Frustrated to the MAX.. cannot get SL to upload .bvh files saved in Poser 5 or 6

Tazzie Tuque
Registered User
Join date: 2 Sep 2005
Posts: 26
02-21-2006 23:31
Ok I expect that there is probably an answer already in this forum somewhere.. but I am too tired and too frustrated and have not got the time to wade through everything here to find it.

So When I try to upload my poses made in photo shop I get the message the the anumation failed to start on the upload window.. and that is that.. cannot upload. So I asked Live Help, they suggested I use Poser 5 or get the update for poser 6.. So I have poser 5 so I fired it up, and re:did the whole pose again.. with the same darn results.

So now what???

I have no clue how to get past this majour obsticle.. Quick help would be most appreciated.. And if it has to do with that first frame thing, please can someone explain it so I can understand it?? Thanks..
Jesse Murdock
Moves You
Join date: 23 Jun 2004
Posts: 149
02-23-2006 07:28
ummm, did you say photoshop?

be sure you have the latest service pack for P6, as it fixes a bvh file write error(not actually an error butdoes create one in the uploader.)
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
02-23-2006 09:32
I believe that your pose has to be on the second frame of the animation, while the first frame should be a 'neutral' pose (ie the avatar standing as it would be default).

I think the movements are computed by seeing how far one part moves, so if the arm moves up 45º, then it will move the arm by 45º. So if your 1st frame has its arm by its side, and the next has its arm 45º up, that's what will happen in-world.
If your 1st frame has the arm at -45º, and the 2nd has the arm at 45º, then the arm in world will move by 90º, since that is the difference between the two frames.

The default pose in poser should do for a first frame.
paulie Femto
Into the dark
Join date: 13 Sep 2003
Posts: 1,098
yes, first frame must be neutral
02-23-2006 09:47
or SL wont accept the pose.
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Jesse Murdock
Moves You
Join date: 23 Jun 2004
Posts: 149
02-23-2006 18:11
From: Tazzie Tuque


I have no clue how to get past this majour obsticle.. Quick help would be most appreciated.. And if it has to do with that first frame thing, please can someone explain it so I can understand it?? Thanks..


Ok, so I think it's clear where you're sticking as far as the correct format for the upload goes, but what gets me is this. Even if you are laying down in the second frame , it is not affected by the first frame except for .... never mind, that in a later lesson. As long as you are using a basic mannequin (i.e. the sl avatar mannequin available on the website, or the Casual Man Poser 2 Character) you should not get an error when bringing it to the SL uploader gui. Sure it might be all crumpled and twisted :P, but it will still display. You are, I assume using one of these characters and exporting to the BVH file format with automatic scaling?



As far as the first frame goes it's like this picture your animation or pose as being the chunk of frames from frame 2 on, and the first frame as the header. SL reads it to get the Skeleton information and default position of the joints when they are at *zero*. So that the uploader knows where your character's body has changed for the rest of the frames starting at 2. It then tosses that first frame on the garbage and goes from there.

Try opening a BVH file in notepad and take a look and you might gain a better understanding of what I mean. You will see what are called "offsets". -- <#X#.#X# , #Y#.#Y#, #Z#.#Z#> The measurements taken at each interval of time(frame) for each and every joint and all of that joint's different parameters(bend, rotation, etc.) If you don't know where those measurements were being measured from (the zero position) you can't possibly define where they are telling you the joint has moved to.

Hope that helps.
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Vince Plunkett
Registered Geek
Join date: 2 Jan 2006
Posts: 91
02-24-2006 10:39
That's not quite right. Frame 1 is not used to define the "zero" position. The joint locations specified by the offsets in the BVH file always refer to the T-Pose, and SL knows this already (even without frame 1). The only thing it uses frame 1 for is to detect which parts (if any) change at all during the animation.

The previous comment about using frame 1 to determine angle offsets (the -45, 45 degree example that Haravikk gave) is also wrong. SL knows that the "zero" position is the T-Pose and that joint rotations are always relative to the T-Pose. Joint rotations in frame 1 have NO effect whatsoever on the rotations given in later frames. As a quick test, try this:

Make two animations, both with two frames in them. For frame 1: in animation 1, make the figure stand in the T-Pose (arms straight out), and in animation 2, make the figure stand in the relaxed pose (arms down). In both animations, copy frame 1 into frame 2 so that both frame 1 and frame 2 are the same. Then, in both animations, move the arms to the same angle (say 45 degrees) in frame 2. So in the end, the arm positions in frame 2 will be the same, but they will be different in frame 1.

When you upload both animations into SL, they will look EXACTLY the same even though frame 1 is different. That's because all its using frame 1 for is detecting that the arms have moved, NOT how much they've moved.

Hope this helps. :)
Jesse Murdock
Moves You
Join date: 23 Jun 2004
Posts: 149
02-24-2006 17:16
Any hip rotation or translation in frame 1 appears to be mirrored(?) by the resulting frames in the uploader, and if the SL knows that frame one is a T pose, why does it matter what it is at all? I made a bunch of screwed up anims today to test it, and I can't seem to find a rhyme or reason to it, sometimes(albeit a limited number of times, but no rhyme or reason that I could see) the adjustments in frame one DO make a difference on the joint(maybe it depends on the second frame?), but in the hips always. Try making a T-pose animation and you will fail, it won't let you, if there are no changes detected it just assumes there is nothing there, but if it "knows" that no change means T-pose, shouldn't it render a T-pose? As if that wasn't screwy enough, making a screwed up second pose then the rest of a 15 frame anim all T-pose, seems to result in an occasional looping bug, where the 2nd frame is actually depicted in the uploader as the LAST frame. It was there then it wasn't then I jerked the slider over hard and bam there it was again, at the end. And the FEET, omg the FEET, ALWAYS stay flat to the ground, even if you rotate the avatar all the way upside down(if you don't make any changes to them that is). It's weird too weird for me to try to reverse engineer.


Ignore all this if you are new though, and simply stick a Tpose in front of your finished animation after you've locked it all down with keyframes or broken spline.




....Okay now, on top of that, everything changes when you adjust the ease in ease out values. My head hurts, I give up.


For your own sanity look at the first frame as a ZERO pose even if only for the hips sake, AND for the change between it and the second frame which is then compared to the first for changes, and if there are none at ALL, it will give you an error, I think ? lol. This is the frame (2nd one) that you want to be sure you modify all the joints you want locked throughout your anim, if your anim doesn't utilize that joint and you don't change it, weird things can happen whether by another anim or just the real direction and facing your avatar has during an animation.

Oh yeah one other item to note is the SL_avatar_T_pose you get in the mannequin package, is not all zeroed, there's a few joints that are minutely off, so if you want them freed you'll need to fix the T and re-export it.

In other words, listen to Vince, the Plunkster knows his schladizehl, but don't think that Reference pose is ignored in all applications, because in many animation programs it is the zero point that all the rest is offset from, and you can layer animation changes throughout entire animations by simply moving the joint a bit in that first pose.


Screw it all just stick a damn t pose in front of your animations, let the brainiacs understand WHYyyy....



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Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
02-24-2006 18:42
If you're using a poser figure and not the downloadable SL figures for poser, make sure you don't have any keyframes for fingers, toes, genitals, or eyes.
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