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Two quick DAZ questions

OneBigRiver Stork
Diversity matters
Join date: 29 Mar 2006
Posts: 44
12-15-2006 11:32
I'm new to DAZ. I seem to be able to make animations, and I've got my T-pose in frame 0 (the first frame) sorted out. I'm still having two problems though:

1) Is there a quick way to jiggle all my joins, so that Second Life does not set those parts of my animation to -1 priority? I want the perfectly straight legs from my first frame, but any joint that I don't modify somewhere in my animation seems to be overridden by other animations.

2) Does left-right hip translation work? I have an animation where the avatar moves significantly to the right in the second frame of the animation, but I'm not seeing it at all with "Play Locally," "Play In World," or when using the animation with a pose ball.

Thanks!
OneBigRiver Stork
Diversity matters
Join date: 29 Mar 2006
Posts: 44
12-15-2006 13:25
From: OneBigRiver Stork
I'm new to DAZ. I seem to be able to make animations, and I've got my T-pose in frame 0 (the first frame) sorted out. I'm still having two problems though:

1) Is there a quick way to jiggle all my joins, so that Second Life does not set those parts of my animation to -1 priority? I want the perfectly straight legs from my first frame, but any joint that I don't modify somewhere in my animation seems to be overridden by other animations.

2) Does left-right hip translation work? I have an animation where the avatar moves significantly to the right in the second frame of the animation, but I'm not seeing it at all with "Play Locally," "Play In World," or when using the animation with a pose ball.

Thanks!


According to another thread, the answer to #2 is that it was busted in 1.4.16, but worked previously. Sigh. :)
OneBigRiver Stork
Diversity matters
Join date: 29 Mar 2006
Posts: 44
12-16-2006 08:13
From: OneBigRiver Stork
I'm new to DAZ. I seem to be able to make animations, and I've got my T-pose in frame 0 (the first frame) sorted out. I'm still having two problems though:

1) Is there a quick way to jiggle all my joins, so that Second Life does not set those parts of my animation to -1 priority? I want the perfectly straight legs from my first frame, but any joint that I don't modify somewhere in my animation seems to be overridden by other animations.

2) Does left-right hip translation work? I have an animation where the avatar moves significantly to the right in the second frame of the animation, but I'm not seeing it at all with "Play Locally," "Play In World," or when using the animation with a pose ball.

Thanks!


It turns out that my #2 problem was due to the capitalization of Hip :P Onward!

:D
Aindreas McGee
Registered User
Join date: 11 Jun 2006
Posts: 29
12-16-2006 12:22
As for that #2 problem with the capitalization of certain joints, use Escort DeFarge's BVH export script:

/52/41/148094/1.html

But, from other reports, the latest version of Daz Studio may have an new error with hip translations.

We're also helping so Escort can add some functionality to match the hip translation scales of Daz Studio and Second Life.

Daz3d & Hip Translations Problem
RobbyRacoon Olmstead
Red warrior is hungry!
Join date: 20 Sep 2006
Posts: 1,821
12-16-2006 15:52
I wanted to point out that I created a DAZ->SL bvh export plugin also, which was inspired by and loosely based on Escort's fabulous work.

I managed to fix a couple of niggling issues with the original, plus add an option dialog so that you can manually tweak such things as whether the hip tranlsations are specified in absolute or relative values as well as how much they are scaled by.

The other issue I reported seems to have disappeared. I cannot for the life of me reproduce it now, either with my version of the export plugin or Escort's, though I could yesterday.

It seems likely that my original problem resulted from user error in some way :)

I am now very happily using DAZ|Studio to create animations, YAY!


P.S: I would like to give away my version of the exporter as well, but suffer from lack of hosting space :) Anybody got a little public space?
RobbyRacoon Olmstead
Red warrior is hungry!
Join date: 20 Sep 2006
Posts: 1,821
12-16-2006 16:20
For any who are interested, my revision of Escort's BVH export plugin is now hosted on SaveFile for the next 30 days.

Thanks again to Escort for making the original available to us all!!!
OneBigRiver Stork
Diversity matters
Join date: 29 Mar 2006
Posts: 44
12-16-2006 21:01
From: Aindreas McGee
As for that #2 problem with the capitalization of certain joints, use Escort DeFarge's BVH export script:

/52/41/148094/1.html

But, from other reports, the latest version of Daz Studio may have an new error with hip translations.

We're also helping so Escort can add some functionality to match the hip translation scales of Daz Studio and Second Life.

Daz3d & Hip Translations Problem


In my case I just use a sed script to fix the joint names. I then manually modified my hip translations via a text editor. In my case my animation stays in place after the second frame, so find-and-replace works for me. :)