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Built-In SL animations - Help

Mexist Kwak
Registered User
Join date: 31 Oct 2008
Posts: 5
08-18-2009 02:17
Hello,

I have been using Qavimator and Avimator to work with animations. I first created a

standing animation on the second frame then I wanted it to stay paused a few frames

after once the animation was done playing. When I figured I have had it worked out. I

uploaded my animation to Second life and then when I began to play my created

animation it then showed the built-in second life standing animation (the ones you have

when you start with in sl without an AO Hud). I also attempted to upload it again in the sl

uploading section to see if the "Looping" or the "Ease in Secs" was effecting this to happen.

If anyone knows any information on how to fix this problem. I gladly would like to know.

Thank You. :)
Deira Llanfair
Deira to rhyme with Myra
Join date: 16 Oct 2006
Posts: 2,315
08-18-2009 03:23
It is most likely the animation priority that is making the default stands show. What priority did you upload at?

You also need to make sure that every joint you want to animate is moved a few degrees on frame 2 - otherwise that joint will be ignored and the default movements for the joint will show.
_____________________
Deira :)
Must create animations for head-desk and palm-face!.
Mexist Kwak
Registered User
Join date: 31 Oct 2008
Posts: 5
08-18-2009 07:27
I usually set the priority to 4 when uploading my animation. And I will test out on setting

all the movents on frame 2. And also, does this mean I have to change the "hip" area's

degrees aswell, even though I want the stand to be facing forward?
Deira Llanfair
Deira to rhyme with Myra
Join date: 16 Oct 2006
Posts: 2,315
08-18-2009 07:50
Your FRame 1 should be the reference T-pose and Frame 2 needs to have some movement in every joint that you want to animate - if there is no difference between Frame 1 and Frame 2 in a joint, that joint will be ignored.

So if you want to animate the HIP joint at some point in the animation, you need to make sure it is moved a tiny bit on Frame 2 - it only needs to move a very small amount in one of the 6 parameters, not in all of them. You do not need to rotate, you can move a little to the left or right or back or forwards. Just a few degrees difference between frame 1 and frame 2, which will not be noticeable in the final animation.
_____________________
Deira :)
Must create animations for head-desk and palm-face!.
Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
08-18-2009 11:12
I don't recommend using priority 4 unless there's a specific reason for doing so.
I use priority 3. That way, someone can make something to override a body part. I don't think any of the built-ins are priority 4. I've never had a problem with animation priority using 3.

Pay attention to what Deira says, and read the similar info in the sticky for this forum. No doubt this is your problem: you have joints that you are not animating, and SL is playing default anims for those joints.

BTW, a change as small as 0.1 degree is enough to make SL pay attention to that joint rather than ignoring it.
Mexist Kwak
Registered User
Join date: 31 Oct 2008
Posts: 5
08-18-2009 17:13
Thanks for the replies, guys. Ill have to work with this. Ill let you know how it goes. :)
Osprey Therian
I want capslocklock
Join date: 6 Jul 2004
Posts: 5,049
08-18-2009 17:28
Enabling Animation Info through Character in the debug menu is very useful.
Mexist Kwak
Registered User
Join date: 31 Oct 2008
Posts: 5
08-18-2009 18:36
Ah ok that sounds good. But I'm not familair with that one of how the info is useful. I just used it just now.
Osprey Therian
I want capslocklock
Join date: 6 Jul 2004
Posts: 5,049
08-18-2009 20:22
It gives you the animations playing and their priorities.
Mexist Kwak
Registered User
Join date: 31 Oct 2008
Posts: 5
08-18-2009 21:15
Ah ok. I see what you mean. Thank You :)