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Animation Glitches in SL. I'm going insane.

Mickey McLuhan
She of the SwissArmy Tail
Join date: 22 Aug 2005
Posts: 1,032
03-01-2007 21:05
I'm not sure if this has been addressed. I can't find it.

So, yeah. I'm working on some pretty intricate animations. Close up stuff for a project I'm working on.

It's going pretty well up to one point and I've tried everything I can think of. I PRAY this isn't unfixable, as it'll screw my entire project.

Basically, I have attachments on the hands and feet and I need them to move very slightly from one pose to another. The poses are not big movements, so they need to be precise. It seems that Second Life is adding some linear tweening between the poses, so, instead of going from pose 1 to pose 2 instantly, it's adding a frame or two, interpolating between the two poses, which, of course, throws everything off.

I'm using poser (Ver. 4. I just prefer it) and setting it to "Constant Section" so there's no interpolation. When that didn't work, I broke the splines. I then started again and copy/pasted the first frame (not the default pose frame, the first pose, frame 2) over and over. I then set the next pose and did the same thing. There's no way it could glitch, right?
WRONG. It keeps on doing it.

I can't figger out why. Help? Please? Anyone?
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Where there's smoke, there isn't always fire. It might just be a particle display. ;-)
-Mari-

Farallon Greyskin
Cranky Seal
Join date: 22 Jan 2006
Posts: 491
03-01-2007 22:24
Mmmm, not done any work as fine as that but...

Set your FPS for the animation to 15 (probably defaulting to 30). And always use linear inerpolation between any keys, that's all SL supports so you might as well see how it's going to look in your animation program best while editing.

Other than that, yes, I've seen other complaints about SL removing some detail from animations. I think that animating at a slower frame rate might help some, but of course that's just YOU throwing away finer detail before allowing SL to do it. But you might get some more control that way.
Zi Ree
Mrrrew!
Join date: 25 Feb 2006
Posts: 723
03-02-2007 00:35
Interpolation is not part of SL, so it's not important if you use linear or any other type of interpolation. On BVH export, all frames get converted into flat keyframes anyway, losing all information about the way the animation was done in the first place.

The SL animation upload however attempts to remove frames which contain only slight changes drom one frame to another, thus killing subtle movement from time to time.
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Mickey McLuhan
She of the SwissArmy Tail
Join date: 22 Aug 2005
Posts: 1,032
03-02-2007 08:12
I'll try doing it at 15 and see if it works.

The problem isn't SL throwing away motions, it's ADDING them.
Basically, hold your hand up, fingers pointing to the ceiling. That's pose 1. Now move it forward about an inch and tilt it back a little. That's pose 2. What's happening is that SL is adding a frame or two where the whole hand moves up an inch or two before settling into the next pose.

I dunno. I'll try setting it to linear and see if that works.

Any other solutions?
_____________________

*0.0*

Where there's smoke, there isn't always fire. It might just be a particle display. ;-)
-Mari-

Amity Slade
Registered User
Join date: 14 Feb 2007
Posts: 2,183
03-02-2007 08:41
In my limited experience, I've solved a similar problem by going from 30 frames per minute to 15. It fixed the problem of limbs going places I didn't want them to. SL seems to have problems figuring out what to do with a 30 fps animation when the resources (bandwidth, processing, rendering) don't allow a 30 fps output.
Lisa Rennahan
Registered User
Join date: 20 Dec 2006
Posts: 15
03-03-2007 15:04
It might be the tweening that SL applies to all animations and gestures. You might fiddle with those settings before you upload the file and see if it helps you.

Also some A/Os seem to really mess with my animations if I don't disable the A/O while the animation is running.

BTW I do all my animations at 30fps.