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Problem with poses


bateliii
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hi.

I use with qavimator to create poses. I've seen some tutorials and started doing poses, but I have a problem that I do not know how to fix it. First of all I do all what I saw in tutorial:   966.jpgn

 


After I defined it to number two, I did the pose.

1196.jpg

In the tutorial they said that need to do it like that.. After the pose in my inventory I click 'play' and saw that is something wrong.

2255.jpg

My avatar moves her head everytime I move the mouse, She is not straight as the pose should be.

449.jpg

When avatars without ao, they stand in this way. My avatar standing like this even when the pose is activated.

i don't know what's wrong, maybe I missed something ?

I want to do poses like everyone else, That the avatar can stand without moving.

How I need to do it, what need to change ?

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Priority.

To fix all registered (reactive) avatar bones in an animation, you typically need Priority 4.

To fix all reactive bones except the head and hands (if typing animation is activated) you need Priority 3.

To fix only reactive bones that are not being called by SL default animations, you need Priority 2.

Note that separate Animation Overrides (AOs) may utilise animations in Priority 3, 4, 5 or 6 - and if this occurs, will interfere with any setting of priority in your own animations. Solution is to use more appropriately Prioritised animations in your AO, or disable AO functionality while this animation is active.

Source: http://wiki.secondlife.com/wiki/Animation_Priority

Thanks for including images in your Question - so few people do this but it helps us so much. :)

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Hi bateliii,

When you upload an animation/pose, you must set the priority. You can learn more (but not all ;-) about animation priorities here...

http://wiki.secondlife.com/wiki/Animation_Priority

http://wiki.secondlife.com/wiki/Animation_Upload_Priority

http://wiki.secondlife.com/wiki/How_to_create_animations

http://www.mermaiddiaries.com/2007/11/day-419-creating-poses-part-3-animation.html

SL will not animate any joints that don't move at least a little from the initial "T" frame. So make sure you've nudged every joint at least a little before saving.

Good luck!

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