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About the priority of the animation

naru Schumann
Registered User
Join date: 4 Nov 2007
Posts: 3
11-19-2008 11:25
Hello.

I am interested in the making of animated cartoon and make an animated cartoon alone now.
It may be wrong to ask you a question, but wants you to teach it about priority when you upload an animated cartoon.

Even if I set priority to 4 and upload an animated cartoon, there is the thing that other animated cartoons or AFK lose for the animated cartoon of SL basics.

I want you to teach it if there is something setting it except that I do setting distinction of priority at the time of the animated cartoon upload to 4.

I produce the animated cartoon with POSER and MotionBuilder.

I am glad if I get even some hint.
Galena Qi
Registered User
Join date: 9 Sep 2006
Posts: 249
11-19-2008 11:52
Your question is a bit difficult to understand. But I think you are saying that the SL default animations and AFK animation are overriding your uploaded priority 4 animation.

There appears to be a problem with the SL priority system for animation uploads in this version of the program. Several posters have noted this. So you may not be doing anything wrong. However, the most common mistake is:

Your animation should start on Frame #2. Any node that you want animated must be moved from Frame #1 to Frame#2. Usually this is done by making Frame #1 a T-pose.


To override the AFK animation, I think you need to have a script to detect when AFK is playing. The standard free AOs don't do this. I don't know if a Priority 4 animation will override AFK - anyone else know this?
naru Schumann
Registered User
Join date: 4 Nov 2007
Posts: 3
11-20-2008 00:27
I wanted to say that the SL default animations and AFK animation are overriding your uploaded priority 4 animation.


I take a T-pose in frame #1 and produce an animated cartoon from frame #2, but the problem cannot be settled.


In software (POSER or MotionBuilder) side, Is any setting necessary?
Kornscope Komachi
Transitional human
Join date: 30 Aug 2006
Posts: 1,041
11-20-2008 01:23
I think your answer is this.
Stop override, move every part of cartoon small tiny piece in start frame 2. Now no other is use.

In other words. To stop the built in animations or head turning with the mouse, move every part of the model in frame 2 just a tiny bit.

Anyway, i think that's what you can try.

Hope that helps you.
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Ricky Yates
(searching...)
Join date: 28 Jan 2007
Posts: 809
11-20-2008 01:58
As far as I can understand the OP, this may be a similar problem to mine, which manifests itself by a looped priority 4 animation which is overridden by the default animations after every TP.

Link to thread: /52/61/293503/1.html

This in turn may well be linked to the SL borkedness described by JIRA ticket VWR-8616: http://jira.secondlife.com/browse/VWR-8616

Alas, this is not a solution. I am as stumped as the OP seems to be.
naru Schumann
Registered User
Join date: 4 Nov 2007
Posts: 3
11-20-2008 02:21
I was settled in this problem.

This phenomenon seems to be caused when I become 0 numerical value for the information such as a waist or the shoulder of the animated cartoon.
When there was the point that numerical value 0 swallowed up, the problem was evaded by inputting numerical value such as 1.