Draxamus Eros
Registered User
Join date: 19 Nov 2006
Posts: 31
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10-25-2007 06:27
Okay, so I'm having a few problems with AO. I'm using the franimation 1.7 script.
1. There's this one animation I made for a jackhammer object. When I first load it from the notecard, it seems to work. But then when I detach it and reattach it it doesn't seem to override, even though the "release keys" button does appear.
2. Even when I do get this particular AO to work, it won't fully override the walking animation, even though set the legs different from default. The position of the hands and arms remain static, but the legs move as if walking normally.
3. This problem is concerning another animation--a running animation that I actually can get to work as an AO. The animation works fine when I just set it to override the default run, but when I set it to override both the default walk and default run, the default walk gets overridden as it should, while the default run gets combined with the animation I made.
4. I also made a static pose with one arm outstretched. I set the script to override all the stands and turning with this pose, and it seems to work somewhat. The problem is when standing still for 20 seconds or so, the arm will bend for seemingly no reason. Also there appears to be some excess movement from my avatar when standing still: swaying from side to side, turning slightly.
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Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
Join date: 22 Jun 2006
Posts: 2,715
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10-25-2007 09:37
I'm guessing several things might be causing things here. 1. Make sure you're testing in an area with scripts enabled. 2. Check your animation priority during the upload. Your animation needs to be a higher priority than the default. Most defaults like walking and standing are set to priority zero. 3. Joints. In your animation program make sure you move the ALL the joints in frame 2. I think if you don't move the hips (if the rotation is still 0,0,0) then you will see your avatar sway and rotate a little as the hips are moving according to the default.
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Draxamus Eros
Registered User
Join date: 19 Nov 2006
Posts: 31
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10-25-2007 22:14
From: Bree Giffen I'm guessing several things might be causing things here. 1. Make sure you're testing in an area with scripts enabled. 2. Check your animation priority during the upload. Your animation needs to be a higher priority than the default. Most defaults like walking and standing are set to priority zero. 3. Joints. In your animation program make sure you move the ALL the joints in frame 2. I think if you don't move the hips (if the rotation is still 0,0,0) then you will see your avatar sway and rotate a little as the hips are moving according to the default. 1. Was doing that 2. I've been setting most of my animations to priority 3, but I've also tried priority 4. 3. I just tried rotating all of my unused joint .01 along the y-axis, but it didn't seem to work.
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Lamia Shan
Registered User
Join date: 9 Jul 2007
Posts: 11
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10-25-2007 23:30
Hi Draxamus, sounds like you are having all sorts of issues thrown all in together.
Im sure you have done this already but double check yourself for any ao/attachment that could be over ridding the animation.
With regards to what Bree mentioned about adjusting all the joints in frame 2. You never mentioned what software you where using but an offset of 0.01 seems very small. Try moving those joints on frame 2 to 1 degree for x, y and z for all joints. I know it sounds a little long winded but if you start animating on frame 2 after tweaking all the joints and axis by 1 degree there is little chance of having missed a joint and seeing odd random movement in the final animation.
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Bamboo Oh
Registered User
Join date: 16 May 2007
Posts: 1
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one helpful tip
11-11-2007 10:01
If you haven't played with the "client" menu, it is useful for debugging problems with animations. By default the client menu is hidden, but if (on a PC) you click Ctrl-Alt-D it will appear, or on a Mac Opt-Ctrl-D.
Under the Client menu, there is a Character menu, then cascades to show a menu item called Animation Info. If you check this On, then all running animations will be displayed in text above your Avi's head. So, you'll watch this list change as the default animations play. I've found that when certain animations play, they interfere with the animations I created. So, what you can try to deduce is what joint is that default animation moving that I didn't move in my animation? Then go back and tweak your animation so that this joint is overridden properly.
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Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
Join date: 22 Jun 2006
Posts: 2,715
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11-12-2007 17:15
Gee Bamboo that's pretty useful! There is so much in the client I'm not aware of.
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