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Can I edit a stock animation?

AnnMarie Otoole
Addicted scripter
Join date: 6 Jan 2007
Posts: 162
07-26-2008 01:20
1. Is there any way to get the raw .bvh data from a stock SL animation that I can modify for my application, then upload as a new one?

2. There is a stock SL animation that is close to what I need but it doesn't override existing avatar walk AOs. If I edit per above, can I raise the priority level before uploading so it will work temporarily on avatars with an existing walk AO?
SuezanneC Baskerville
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Join date: 22 Dec 2003
Posts: 14,229
07-26-2008 01:24
I think you can get them at http://static.secondlife.com/downloads/avatar/bvh_files.zip .

(Which I found by entering "second life default animation bvh" into Google.)
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Chavo Raven
Registered User
Join date: 19 Dec 2004
Posts: 32
07-26-2008 10:58
Yes, you can download the bvh files at http://static.secondlife.com/downloads/avatar/bvh_files.zip and import into Poser (or QAvimator or whatever) and adjust in that program, save and re-export. Once you have the completed animation exported as a bvh, you can upload to SL and set the priority you want there when you upload.
AnnMarie Otoole
Addicted scripter
Join date: 6 Jan 2007
Posts: 162
07-26-2008 11:17
Cool, thanks, that worked but I have a problem.

It works fine for standing and walking so long as the avatar doesn't have an AO walk.

Even setting my animation (right arm only) at priority 4 it doesn't override the AO for the right arm when walking. As I understood it, even if the AO walk was level 4, the newer animation would override it.

Any ideas?
Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
07-26-2008 11:43
From: AnnMarie Otoole
Even setting my animation (right arm only) at priority 4 it doesn't override the AO for the right arm when walking. As I understood it, even if the AO walk was level 4, the newer animation would override it.


Newer means what was started most recently, so it's a very temporary status. If you start your animation but then stop and start walking, the walk is newest all over again. Does that explain what you're seeing, or are you running into another hitch?
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AnnMarie Otoole
Addicted scripter
Join date: 6 Jan 2007
Posts: 162
07-26-2008 12:27
I'm not sure. My aim is to have the avatar carry an object but keep it level. I used the SL stock "Hand gun in right hand" with some slight modification of arm and hand to carry things and uploaded at both level 3 and 4 priority.

The avatar holds it fine when standing and holds it level with SL duck walk but it swings by my side with my normal sexy walk on. Somehow I don't override the override. Since the walk override was there all the time the "carry" override should be more recent???

This must be an extremely trivial problem in comparison to the complex dance routines and hopefully some day it will become trivial for me. :)
Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
07-26-2008 12:40
When you're dealing with AOs stocked with priority 4 animations, you are in constant competition. If this is a separate attachment, the best you might manage is to keep starting yours over and over, in an attempt to keep up with the changes. And yes, that is probably going to look jerky. I'm afraid that the only seamless solution to that problem is not to use priority 4 animations in AOs.

(and no, the walk override isn't quite always there, the AO script actually starts up the walk animation anew each time you begin walking.)
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AnnMarie Otoole
Addicted scripter
Join date: 6 Jan 2007
Posts: 162
07-26-2008 12:48
OK thanks Viktoria. I was hoping the walk AO was only level 2 or 3 but when that didn't work I went to level 4 - which still didn't work. I have no idea what my walk level is but since this place is open to the public I'm trying to set is so it always works for all visitors.

I'll try experimenting with detecting when the avatar is walking and re-engage the carry animation. That way it will be "later". They may spill a little in the transition but not dump the whole dish every time :).

If nothing works, I'll make the item invisible while they are walking and it will magically appear again when they stop. That is not good but will look better than swinging at their side.
AnnMarie Otoole
Addicted scripter
Join date: 6 Jan 2007
Posts: 162
I got it to work.
07-26-2008 13:54
Well I made it work, kinda.

After wearing my object, I get permission and do my hold-it-level animation.
I start a timer and test for them to start walking. (Since there is no changed animation detector.)

The first time they walk I get the key of the walk they are using in their AO which up till now I did not have access to.
Having identified it, every time I detect they are walking I stop that animation so my original hold-it-level animation can take over.

It works with the one obvious disadvantage that I've stopped their fancy walk so now they duckwalk but don't spill anything.

SL is supposed to be updating the elementary duckwalk in the near future which will make this look better.

Thanks for your help everyone. I hope this conclusion will help someone in the future.
Abraxes Binder
Registered User
Join date: 23 May 2008
Posts: 205
07-26-2008 23:35
Q
Yes, you can download the bvh files at http://static.secondlife.com/downloads/avatar/bvh_files.zip and import into Poser (or QAvimator or whatever) and adjust in that program, save and re-export.
q

that is not a trivial task. The bvh file format leaves all timeline-points as 'selected' in contrast to the avm type where only actual selected timeline-points are marked.
I have not seen any (qavimator) posibillity to change a bvh back to an avm? Anyone?
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spinster Voom
Registered User
Join date: 14 Jun 2007
Posts: 1,069
07-29-2008 11:24
From: Abraxes Binder
I have not seen any (qavimator) posibillity to change a bvh back to an avm? Anyone?


edit - optimise bvh

It's not perfect - there's usually a bit of cleaning up to do.
Abraxes Binder
Registered User
Join date: 23 May 2008
Posts: 205
07-30-2008 08:30
:) mmm.. inter-est-ink....
-neat Thanks!
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