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First Frame Joint Override failure?

Valradica Vale
Registered User
Join date: 8 Oct 2006
Posts: 11
07-18-2008 03:28
Ok, I know for a fact that this used to work, but suddenly it seems to have stopped working. The first and second frame, if they are identical for a given joint, should allow that joint to be overridden by all other animations - has this stopped working. I just spent an hour and a half uploading an animation with every possible combination, but could not get it to work properly as it use to. Any clues would be helpful ( I have been animation in SL for two years and I know this used to work)
Alexandra Rucker
Metamorph
Join date: 19 Jul 2006
Posts: 71
07-18-2008 05:23
I think I saw somewhere someone mentioning that this is a new bug?
Ju Weissnicht
Registered User
Join date: 12 Apr 2008
Posts: 8
07-27-2008 05:35
Same issue here... Using DAZ Studio, and ok this is my first attempt at SL anims but the instructions aren't exactly complicated. I also tried to upload using an older client, but no luck.
Given what I intended to do, this simply defeats the whole purpose :(
Deira Llanfair
Deira to rhyme with Myra
Join date: 16 Oct 2006
Posts: 2,315
07-27-2008 07:29
Yes I think something has changed too - I've just had the opposite problem where a joint I had moved in frame 2 was being ignored. Previously it was enough just to make a difference of 1 or 2 degrees rotation, but I had to make the rotation difference nearer 10 degrees before the joint was not ignored.
_____________________
Deira :)
Must create animations for head-desk and palm-face!.
Ju Weissnicht
Registered User
Join date: 12 Apr 2008
Posts: 8
07-28-2008 07:30
Ok, fixed that by editing the bvh file in notepad - somehow a tiny difference is generated between the first two frames, even though I had set the rotations to 0, and that's enough - not enough floats in DAZ to make sure in there. I would have tried Qavimator, but that one doesn't work properly on my system... Oh well, not a big deal!