Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

When you make a laying or sitting pose...

Djezebel Drake
Registered User
Join date: 28 Apr 2006
Posts: 17
08-02-2007 01:15
Yes it does.

For laying animation, it's -5000 in move up/down for the hips.
Shep Planer
Registered User
Join date: 9 Apr 2007
Posts: 153
08-23-2007 02:57
From: Ulrika Zugzwang
For poses where the figure is lying or kneeling, all you have to do is move the poser hips down or up a little. For now the process is trial and error. In poser it will look like your avatar's feet are either above the ground or below the ground. You only have to worry about changing rotation rates if the avatar is walking or stepping.

The trick that I do, is that I make the animation in Poser as normal, then I export three bvh animations, each with the hips in the first frame at different heights. Since everything is normalized to the first frame, this has the same effect as altering the hip height throughout the entire animation with much less work.

I then call my animations "X tall", "X normal", and "X short" so that avatars who are tall or short can pick the one that has the least amount of error for them. (This is only on my newest animations.)

~Ulrika~


I tried what you said about changing the hips in the first frame to different heights and it made absolutely no difference. However I changed throughout entire animation and that worked. Why is the first frame change not working like you said?
Hanumi Takakura
Registered User
Join date: 24 May 2006
Posts: 57
09-09-2007 11:13
Hello. Been testing around with laying down anims for a while. here's what I've noted. Hope it helps.

I use Poser 6. First, for those using Poser, when moving the avatar. The hip is what you move. Not the circle around it. SL doesn't read that.

Now. I have three shapes and one anim. The anim is a looped lay down flat on the floor. The shapes are one tall, one very small, and the standard "Ruth" shape. I set the anim n Poser using the ruth shape, or standard SL mesh female. I open and preview the anim. Using Ruth, the anim looks fine. Not closing the anim and simply loading the tall shape, the body goes up and floats. Also, if I load the small shape, it sinks. You can see this without closing the anim.

Also, I hit debug (ctrl+alt+D)/client/character/show collision skeleton, and a usually black sphere appears centered on the avatar's feet. This sphere increases in size when using a tall shape and decreases when using a small shape. My theory is that the sinking and hovering have something to do with the collision skeleton and how far it is from the avatar's hip, which is different on each size of avatar.

Using that knowledge, my best bet would be to script in a way that the avatar's size is read and the placed correctly in the ground. For unmoving poses and animations, the script call llMoveToTarget, with a different Z amount per av could be enough, and will be what I'll probably try on my project. Moving poses or animations would requiere a more robust version though.

Hope this bit of info helps.
Arsenic Soyinka
Registered User
Join date: 1 Dec 2005
Posts: 168
09-10-2007 10:45
.


first of all, i am a Q-Avimator just for my own personal use ...
meaning i dont sell animations/poses

i dont have any experience with Poser,
but im sure what ive learned with Q-Avimator
is workable with Poser and other Animation Programs

i wont buy any poses because there are no guarantees
that any pose i buy, whether they are sitting, standing or lying poses,
wont hover above the ground, or wont work with my avvy size

some animators who sell poses are generally unapologetic,
and unconcerned whether their poses fit an Avatar,
or if they hover unreasonably off the ground.

recently, however, i have seen some Avatars that do
sit, lay and stand without hovering too much, and perhaps that is due
to the fact the poses are linked with poseballs, huds,
or act as overriders ... or whatever

i dont know cos i dont use huds or poseballs whatsoever,
and consequently i am a little uniformed on those techniques.



when i first started experimenting and working with the first Avimator,
it only took my first pose to realize all the variables
that one has to consider when making a pose.

those variables have more to do with *shoe bases* than anything else


so here is a few things i learned:

it does not matter if the model in the Animator is male or female

the model in the Animator is barefooted

the barefooted model in the Animator does not take into account
that the Avatar in Second Life will be wearing shoes

if your barefooted model in your Animator is sitting, standing
lying down, or even upside down at floor level,
then your Avatar will hover above the ground
on Second Life with shoes on.

when i say shoes ... i am referring to *shoe base*.

when you're inworld, take any pose you have and watch what happens
to your Avatar when you remove your shoe base ... you sink!

hovering is more noticeable in sitting and reclining positions
than standing positions.

so when i make a sitting pose with Q-Avimator,
and i know my Avatar is going to wear shoe bases, especially for heels,
i have to set the final Y-hip-level-Position of the Avatar model
to around -5 or -6, or more, so that the feet of the model in the Animator
are slightly below Ground Level.

the first panel of 3 pictures below shows my Avatar sitting
with shoe bases on, then without shoe bases, and the setting i used
in Q-Avimator for the sitting position for wearing shoe bases inworld.

-- note that the model is sitting below floor level in the Animator

when i make a standing pose ...
i set the model in the Animator so that the bare feet are about
-1 to -3 points below the ground, depending ...

-- for example with a slouching pose where knees are bent,
-- or with a wide stance when the feet apart

and the same principle applies to kneeling positions ...
if the Avatar is wearing shoe bases, the knees have to be slightly
below ground level in the Animator when you're creating the pose ...


if i did not initially set the barefooted model in the Animator
to what would be considered "below the ground",
then the Avatar would be actually be hovering ABOVE the ground
with shoe bases on.

the 2nd panel shows what happens inworld when i created a laying
pose in the Animator with the barefooted model laying at Ground Level ...
basically it looks fine ...

but as the lower picture shows, the Avatar hovers badly with shoe bases on


if you notice when shopping for sitting and laying-on-the-ground poses,
especially when checking a pose using a Demo, in nearly all of them,
the feet *wearing shoes* are below the level of the Avatar's behind ...
thats because the Animator who created the pose, did NOT allow
for the Avatar to be wearing shoe bases

so the results will be that the Avatar will be either sitting and hovering
above the ground, or the shoes will be out of sight below the surface
its sitting on

tho nearly not as noticeable, the same issue exists with
other types of sitting poses and standing poses.



so now ive just returned from shopping ...

i bought a new outfit and heels
and pulled everything together into a new folder
including hair, makeup, accessories, skin and shape etc.

and then i notice my poses are a little off with this new outfit ...
so it must be due to the shoe base of my new Stilettos

you see, not all shoe bases are created equally
some shoe bases are higher or shorter than other shoe bases ...
shoe bases for heels are generally made higher than for boots
or regular shoes, like men's and sneakers.

-- note that ...
-- the settings i use with QAvimator, (-5 to -6 or more),
-- are for women's heels and boots shoe bases ...
-- for guys (and girls) wearing shoes bases for lower regular and flat shoes
-- the setting you might use in Qavimator would be -4 to -5 or so

therefore, depending on the height of the shoe base,
my Avatar might hover a little, or be below ground level

so i have an AV Ruler that i drag out to the ground nearby
and then i go into appearances and reset my Avatar height.

since my Avatar is modifiable,
i generally keep my avatar at the height of 6'4",
which is actually a medium height on Second Life,
cos many of the Human Avatars are gigantic compared to mine

bear in mind that the Avatar height in appearances
ranges from 0-100 ... so my Avatar height of 6'4",
ranges from about 72-85, depending on the height of
the shoe base my Avatar is wearing.

if im wearing a lower shoe base, then my avatar is lower-shorter
and my poses will be off ... consequently the height of my Avatar
needs to be increased

as i am adjusting the Shape height in appearances, i click the AV Ruler
to verify my height is exactly at 6'4" ... *with my shoe bases on*

then i know that my Poses will be level and accurate.



more about shoe bases ........

a lot of shoe vendors do sell shoes that are copy and/or mod,
whereas most shoe bases are no-copy and no-mod

however i have bought some shoes that do have copy & mod
shoe bases and, i have found copy & mod shoe bases in freebies ...
i save them all in a separate folder and use them with other shoes
that are copyable ...

occasionally i do have to adjust the copy & mod shoe bases
to adapt to other shoes




i do think that Animators who sell their poses
should as a matter of fair business practice,
warn potential buyers that:

1. poses may hover depending on the height of their Avatar and shoes bases

2. buyers are taking a chance on a pose if their Avatar is not modifiable.

3. Animators could easily make and sell poses for short, medium
and tall Avatars if the wanted to, by simply varying the level of the poses
from below "0 Ground Level" on up in their Animator, and adapting them to
ranges of Avatar heights the poses would be best suited for:
short 35-65 - medium 65-85 - tall 85-100 ...
then all one would have to do is slightly adjust their Avatar's height to fit the pose.

but i doubt they will because they probably feel its too much extra work
for them at 40cents USD per pose.


.
Infrared Wind
Gridologist
Join date: 7 Jan 2007
Posts: 662
08-30-2008 01:26
This thread started a long time ago!

Just wanted to share something about doing a lay down animation in Poser.

I had the same problem as the OP about hovering above the ground.

In Poser I use "drop to floor". Still hovering. Then tried dragging the
hip down below the ground plane. If I did that, then the pose would
be even higher in SL! =)

But what worked for me was to not use the mouse the drag the hip
up and down, but rather the parameter slider. I found that a setting of between
-4 and -5 worked very well. One other thing: I disabled all Inverse
Kinetics before doing that.

- Infrared
_____________________
1 2