Alkith14 Posted December 23, 2013 Share Posted December 23, 2013 First, Im sorry if my english isn't enough good, but I will try my best...I created a new animation, and before upload it to SL, Qavimator or Avimator show me the animation perfectly without no errors... then i upload the animation to Second Life and my avatar "sometimes"(I do not know the percentage of times, but almost) move the hands to a strange pose...I added a pic to show you that the hands should be moved like Green Lines show, but the hands are moved like the Red Lines show...http://gyazo.com/7c90e663609f6ec7745c3eb5414d9783I'd be extremely grateful if someone could help me, Thanks and sorry for my bad english. Link to comment Share on other sites More sharing options...
Dora Gustafson Posted December 23, 2013 Share Posted December 23, 2013 Your problem is similar to a resent one in this threadYou can se the thread and my answer here I hope this is helpful :smileysurprised::smileyvery-happy: Link to comment Share on other sites More sharing options...
Alkith14 Posted December 23, 2013 Author Share Posted December 23, 2013 Thank you so much Dora, I will try your advice soon, I saw that thread but I didnt understand something... In% = 20 and Out% = 80 ->Does that mean that the animations will be cut from the first to the last number?? I can't connect right now to Second Life and I do not remember what is the meaning of In% and Out% :matte-motes-dont-cry: Link to comment Share on other sites More sharing options...
Dora Gustafson Posted December 23, 2013 Share Posted December 23, 2013 Those numbers only make sense for a looping animation For a looping animation it will start the loop after "In%" and stop at "Out%" In other words it will loop the part of the animation that lies between "In%" and "Out%" The head and tail before and after "In%" and "Out%" are played once :smileysurprised::smileyvery-happy: Link to comment Share on other sites More sharing options...
Alkith14 Posted December 23, 2013 Author Share Posted December 23, 2013 Oh, That's right!! I will try it as soon as posible!! I think the time that the hands are in a bad position is not needed to be excluded, no? I read in some videos that the frames of an animation must be a little number or SL dont accept it, is it posible the animations fail for a high number frame? Link to comment Share on other sites More sharing options...
Alkith14 Posted December 23, 2013 Author Share Posted December 23, 2013 Well... now I tried your advice but the avatar continues making the same strage movements with his hands I tried different numbers for In and Out but it seems not working as well... I think SL is failing anywhere :matte-motes-crying: Link to comment Share on other sites More sharing options...
Dora Gustafson Posted December 23, 2013 Share Posted December 23, 2013 Alkith14 wrote: Oh, That's right!! I will try it as soon as posible!! I think the time that the hands are in a bad position is not needed to be excluded, no? I read in some videos that the frames of an animation must be a little number or SL dont accept it, is it posible the animations fail for a high number frame? 60 seconds is the play time limit for how long an animation can be in SL Say you have 10 frames per second you can have no more than 600 frames :smileysurprised::smileyvery-happy: Link to comment Share on other sites More sharing options...
Alkith14 Posted December 23, 2013 Author Share Posted December 23, 2013 Then that isnt the problem, my animation has 30 seconds or something like that... Maybe my motion capturer is not creating an available bvh file for SL Link to comment Share on other sites More sharing options...
Isoldel Posted December 24, 2013 Share Posted December 24, 2013 Are the hands in a neutral position in Qavimator? If all three axis are at 0 (neutral position), then the SL default animation (newb stand) will bleed through the body part, such as the hands. Adjust at least one the axis, even by one degree, and it shouldn't move anymore. Link to comment Share on other sites More sharing options...
Alkith14 Posted December 25, 2013 Author Share Posted December 25, 2013 Thank you so much Isoldel, I will try it because i dont know if some axis are at 0, but now my question is... Would I need change that degrees (to f.e. at 1º) in every frame? I'm going to test it and I will notice you about this Edited: I tested it and yes, if i open the animation in Qavimator it shows me that It has 0,0,0 in the hands... and now this scares me because the animation is about 1000 frames... Should i change those axis in every frames? :matte-motes-shocked: Link to comment Share on other sites More sharing options...
tashalb99 Posted January 29, 2014 Share Posted January 29, 2014 Hello, I think if your animation works very well as general, it means the trouble is connected to human oid setting. Thanks a lot. Link to comment Share on other sites More sharing options...
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