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AV positioning |
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Mattias Faulkner
Registered User
Join date: 22 Sep 2005
Posts: 5
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01-22-2006 08:27
im looking for a way to to have my AV about 40cms above the ground at all times, is there a script i can put in an attachment that will allow me to do that, i know theres away with the invisible heel shoe thingy, but i dont really wanna use that method, was hoping there would be a way to script it, bacially im looking to have some kind of shoe about 40cms under my foot. but i dont want it to sink into the ground when im walking.
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Upshaw Underhill
Techno-Hobbit
Join date: 13 Mar 2003
Posts: 293
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01-22-2006 09:43
An animation overrider with at least walk and stand anims with an offset would be required... unless it's a vehicle rather than attachments.
L8r, UU |
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Mattias Faulkner
Registered User
Join date: 22 Sep 2005
Posts: 5
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01-22-2006 12:07
what exactly is an animation overrider?
are those just animations made in poser that simply place the character higher up then usual? or is that done with scripts? id have to make walk and stand animations? or is there a place i can get them? |
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Upshaw Underhill
Techno-Hobbit
Join date: 13 Mar 2003
Posts: 293
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01-22-2006 12:43
AOs are a scripted item which watch what animations are playing and replace them with alternates. (We've been asking for an in-client way to do this for ages but hasn't happened yet.)
Yes they have to be created in Poser or some equivalent (see This or This Thread for some promising looking home-brew programs just recently released) and all they have to do is turn off inverse kinematics and place the hips at a higher z-offset. Although to make 'em really nice it would be good to change the speed of the stride to adapt to the new height. Before going nuts learning how to deal with animations however check with Kage Seraph (he's the only one I know by name, everyone else pipe up for yourself) he has a number of different AO 'kits' with different height offsets, already put together. (Including a tiny AO incase you *only* want to be 40cm )L8r, UU |
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Mattias Faulkner
Registered User
Join date: 22 Sep 2005
Posts: 5
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01-22-2006 15:28
whats inverse kinematics , and how to i turn that off?
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Stickman Ingmann
Regislered User
Join date: 15 Jul 2005
Posts: 12
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01-23-2006 00:15
That's where the main control of the arm/leg is based on the hand. You move the hand/foot, and the arm/leg automatically adjusts to follow if you change the positioning of the hand/foot. With it off, if you adjust an arm/leg piece it will displace the positioning of the hand/foot to follow suit (and it wouldn't displace them if you had it on).
To turn it off: Figure -> Use Inverse Kinematics -> deselect the one with a checkmark that you don't want selected. |