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Hip Rotation

Liliana Bishop
Registered User
Join date: 20 Feb 2006
Posts: 5
02-16-2008 18:36
Hello Everyone. I have been reading these forums for a while but now I've come to a point where I am lost.

I am creating animations for flying (up, down and forward). I am a somewhat skilled builder and using QAvimator was not a problem. I also understand how the skeleton works, and that the avatar can be rotated or moved by the hip.

So far this is ok, I have finished working on the animations. The ones where the avatar is floating vertically looks ok in SL, but where it should be horizontal, still stays vertical. I have rotated the hip by about 90 degrees in QAvimator with multiple keyframes, not just for frame 1, but even in the little preview in the SL uploader it is displayed vertical. First I thought that was some glitch of the preview, but it is indeed vertical when "played in world."

When uploaded, it plays well with the minor exception that it should be horizontal, not vertical.

Finally I even dowloaded the pre-set SL animations and uploaded the one called "flying". Same effect. Even if it was untouched, the SL template behaves the same way, vertical instead of horizontal, even though it was rotated.

Can anybody tell me what I missed? I have been very thorough on this, but I have no idea what to do next. Thank you.
Dylan Rickenbacker
Animator
Join date: 11 Oct 2006
Posts: 365
02-17-2008 03:56
What priority did you use for uploading? If even the default bvh file doesn't play right when you upload it, it sounds to me as if your priority is too low.
Liliana Bishop
Registered User
Join date: 20 Feb 2006
Posts: 5
02-17-2008 06:04
Oh, yes, the priority was set to 4.
Dylan Rickenbacker
Animator
Join date: 11 Oct 2006
Posts: 365
02-17-2008 14:07
hmmmm .... tried it myself with the default anim just now ... same thing is happening here. Beats me for the moment, I must look into it.
RobbyRacoon Olmstead
Red warrior is hungry!
Join date: 20 Sep 2006
Posts: 1,821
02-17-2008 17:37
I don't use QAvimator anymore, but I have no trouble at all creating a flying pose using DAZ.

If you want to look at the .bvh I generated to test this (excuse the poor pose, please, haha) I put it here: http://www.daikonforge.com/downloads/flyingPose.bvh

The only thing I've done is have the first frame's joints all at zero, and the next frame is the pose I want. I'm sure you already know about that, I just threw it in "just in case".
_____________________
Liliana Bishop
Registered User
Join date: 20 Feb 2006
Posts: 5
02-17-2008 17:55
From: Dylan Rickenbacker
hmmmm .... tried it myself with the default anim just now ... same thing is happening here. Beats me for the moment, I must look into it.

Please let me know if you find something out, Dylan. Thanks.
Liliana Bishop
Registered User
Join date: 20 Feb 2006
Posts: 5
02-17-2008 17:57
From: RobbyRacoon Olmstead
The only thing I've done is have the first frame's joints all at zero, and the next frame is the pose I want. I'm sure you already know about that, I just threw it in "just in case".


Robby, this seem to work, however I want the avatar turned by about 90 degrees from frame 1. ( With additional keyframes throughout the animation.)

Thanks for your help.
RobbyRacoon Olmstead
Red warrior is hungry!
Join date: 20 Sep 2006
Posts: 1,821
02-17-2008 20:11
From: Liliana Bishop
Robby, this seem to work, however I want the avatar turned by about 90 degrees from frame 1. ( With additional keyframes throughout the animation.)

Thanks for your help.


I guess I don't understand... Do you mean that you want a smooth transition to 90 degrees? Like, by frame 10 it would be at 90 degrees, or something like that?

If so, take a look at http://www.daikonforge.com/downloads/flyingPose2.bvh

That animation is roughly the same thing, except that it transitions from standing to flying. The only thing I had to do to make that work was make sure that the hip joint was moved by two or three degrees in frame one, and everything else was pretty much as you'd expect it.

Even though I have the hips slightly rotated in frame one, you'll never notice it in-world because of the lead-in time. It's basically just a way for me to tell Second Life not to ignore that joint.
_____________________
Liliana Bishop
Registered User
Join date: 20 Feb 2006
Posts: 5
02-18-2008 08:06
Robby, what I need is a flying animation, where the hip is turned by 90 degrees and stays that way.

Somehow SL ignores this, and rotates the avatar back by 90 degrees up to vertical. If I start the animation with 90 degrees rotation, than rotate it to let's say 60 degrees (a little back up), then SL shows it straight up vertical at first and backwards by 30 degrees. Like if it rotates everything by 90 degrees by default.

Yesterday I tried this with many angles. What I need is a simple animation where the avatar is horizontal, nothing else. But it doesn't work.
Dylan Rickenbacker
Animator
Join date: 11 Oct 2006
Posts: 365
02-18-2008 22:40
Okay, the avatar_fly.bvh file can't work properly when you upload it because the unchanged default pose in frame 1 is missing. I suspect something like that will be the problem in your file, too. Check whether you've overwritten frame 1. Make sure you change each joint (including the hip) you want to use in your animation by at least 4 degrees between frames 1 and 2.