Mitchi Slafford Posted October 2, 2013 Share Posted October 2, 2013 Hi, all i ned to bother you all guys cause i am stucking at point with the animations i made. What i did just have a look at this I wanted to make a real "beasty -fleshdriven Demon Avatar and so i fitted the SL-Bones to my needs. After i did all the weightening and some Animationsi had to recognize that it don't work O.O. I have spent hours on reading articles and threads about deformer animation and such things, but since you can't rename the root joint anymore i am asking what i am doing wrong or what haven't got my attention?Before i forgot: Wherever how i change the hierarchy(parenting) the bones, i do this even before i export and the result isn't what i expected or better was hoping for :P But all Programs i loaded the animation into was perfectly playing the animation as it is intended to. Link to comment Share on other sites More sharing options...
Dora Gustafson Posted October 2, 2013 Share Posted October 2, 2013 Animations for SL must have exactly 21 bones SL is funny that way There may be more restrictions I don't recall, but I know where the answer can be found: http://blog.machinimatrix.org :smileysurprised::smileyvery-happy: Link to comment Share on other sites More sharing options...
Mitchi Slafford Posted October 2, 2013 Author Share Posted October 2, 2013 So if i understood your tip correct, then everything with my skelet is fine except the number of bones? Now what i am confused about i importet a fbx (MALE2012.fbx) which i downloaded once ago from a SL page ( I believe from kitsune not sure). This File has 26 bones as described here http://blog.machinimatrix.org/avastar/the-second-life-skeleton/. If i load the final .bvh in bvhacker i.E. i get 33 inclusive the end sites. Really i am confused about that all, need further information i guess ^^ If i have to delete some bones then which? and then i hardly have to reanimate (thank god for the nice constraint tags ) Edit: I forgot about QAvimator, now i had a look into it to get the right Jointnames and Numbers. Now i changed the hierarchy several times in my Animation Program and still SL is giving me wrong results. However i' ve read even more and now i am a bit smarter than before. Did i understood correct that SL only reads the rotation? If so could that end up in screwed Animations? But what can i do to get the Animation or the skeleton to what i need? If it would help i could upload a .bvh of the walk i made for example... Link to comment Share on other sites More sharing options...
Mitchi Slafford Posted October 3, 2013 Author Share Posted October 3, 2013 Well i just found a interesting checkbox when uploading a rigged mesh [include Boneposition]. So all the Headache i head was almost for nothing I guess that fixed my problem all i have to do now is to transfer my animation data onto the "SL" skeleton. Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now