Hope Zinner
Walks like a noob
Join date: 9 Sep 2007
Posts: 65
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10-29-2007 19:22
I used Qavimator to create a sit animation that I love. The only problem is that it makes the avatar scoot to the edge of the seat. She actually looks like she's about to fall off. I have tried moving the location back a few points (coordinates, whatever) but that doesn't work. Any other suggestions?
I purchased a very inexpensive sit animation that makes the avatar scoot forward in the chair too. hmmm. Same problem maybe?
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Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
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10-29-2007 20:40
When you say you tried moving the location back I'm curious what exactly you did. It should work fine to move the hips back some in the animation tool. I'm not familiar with Qavimator specifically, but in Poser the things you have to keep in mind are that a) you are selecting the hips to move and not the overall body, and b) you move it only on frame 2, leaving frame 1 at the untouched default.
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Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
Join date: 22 Jun 2006
Posts: 2,715
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10-29-2007 21:16
How exactly is this animation being used. Is it inside and AO, inside a poseball, just playing it from your inventory?
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Arsenic Soyinka
Registered User
Join date: 1 Dec 2005
Posts: 168
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10-30-2007 00:26
.
Qavimator does not have a grid like other programs do ...
it does not matter whether or not your avvie is moving around within the animation before it sits ...
or if youre moving your avvie inworld up to the spot where it will sit ...
either way, your feet position should remain approximately in the same spot on the floor sitting as they were when previously standing ... (unless when sitting, they are tucked, crossed or stretching out)
with Qavimator you can use the checkered floor as a guide to spot the feet position standing and sitting
hopefully the pic below will help ... if i understood your question, and whether anything Johan and Bree said applies more to your question.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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10-30-2007 05:20
also, if it's being used in furniture, you can change the sit target to correct this
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Arsenic Soyinka
Registered User
Join date: 1 Dec 2005
Posts: 168
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10-30-2007 11:09
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if your animation is still sliding
then to get rid of the sliding in Qavimator, go to Options and click "Timeline" you will see millions of little black dots and squares ... (called Keyframes) but its not as scary as it looks ...
you need to delete the all of the black squares on THE HIP line *between* the last frame of the standing postion and the first frame of the sitting postion ... not the frame standing and not the frame sitting
so imagine that this is the last frame of standing position || ■■■■■■ = and this is the 1st frame of sitting positon
delete only the black squares between them ... on the HIP line
there are 2 ways to do this ... but before you do, make a copy of your original animation
1. make sure you have HIP hightlited for EDIT PART in the drop panel on the right 2. slide your animation down to the 1st frame where the model *begins* to sit down 3. then click the black square of that frame 4. then click KEYFRAME at the bottom 5. you will see the black square disappear 6. continue clicking and deleting each frame up to the frame *before* the model finally sits
7. as you go along, you will notice that the feet of model return to the point where they were standing ... even tho your model is acting a little weird ... and you will also see that you are retaining the same number of frames in the animation, even tho they are now blank in the Hip Line.
8. when you finish, play back the animation and it should sit properly without sliding.
but if the model is still sliding after it is sitting ... then set the frame of your preferred Hip sitting position, as the first frame of the sitting position after the blank spaces in the Hip Line, and if necessary delete the following frames up to the last frame of the sit position ... or something like that ...
this should not affect the other body parts of your animation
9. when you save the animation, save it by adding a letter or number after the name, so you will retain your original 10. make sure you also type in * .bvh * each time you save your animation
the 2nd way to delete frames is faster but a little risky if youre not careful, cos its easy to mess things up this way ...
place your cursor over the frame you want to delete and drag the frame over the other frames to be deleted ... but only drag them a few frames at a time and slowly, so that you dont suddenly slide too much, causing you to delete more than you wanted to ... then delete any frames that were skipped over
with practice ... you can use this deleting process on any body part in any section of the animation you need to edit and reset positions ...
but it can get tricky ^^
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Hope Zinner
Walks like a noob
Join date: 9 Sep 2007
Posts: 65
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Thank you all
10-30-2007 16:41
Thanks to all of you, I got it working. Arsenic Explained everything very well about how it happened in the first place, and Johan was right. When I moved it back the first time, I just didn't move it back far enough.
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Karmalene Spatula
Registered User
Join date: 26 Mar 2006
Posts: 23
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11-04-2007 06:24
Thanks for that too! I had actually come to the forums to ask about this and you made it easy!
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