FlaviaAlmeidah Posted October 27, 2020 Share Posted October 27, 2020 Hello, I having problems when i try to make a animation that moves the avatar, like jumping or walking, i followed this tutorial: Everything works great in blender but when i upload to SL every part of my body move, except my initial position. ☹️ Im using blender and exporting to BVH Link to comment Share on other sites More sharing options...
Sabrina Tamerlane Posted October 27, 2020 Share Posted October 27, 2020 The root bone controls the movement, in SL avatar it is the hip. Link to comment Share on other sites More sharing options...
FlaviaAlmeidah Posted October 27, 2020 Author Share Posted October 27, 2020 I read that in the wiki, but i dont get it. Even if i move all to roots to another yxz position nothing happens, the hip always stay in the same position(In SL). I tried in the qavimator and worked like a charm just moving the position sliders, but i dont know how to do this in blender. Link to comment Share on other sites More sharing options...
Sabrina Tamerlane Posted October 28, 2020 Share Posted October 28, 2020 In the list of bones the top one is the root. It should be named mPelvis which is a synonym in SL for hip. You have to be in Pose Mode and select it then move it. I remember the R key is for rotation but can't remember the right key for translation sorry... is it G? You should also be able to use the gizmos, I don't animate with Blender so that is about as much as I know about it... Link to comment Share on other sites More sharing options...
Quarrel Kukulcan Posted October 28, 2020 Share Posted October 28, 2020 15 hours ago, FlaviaAlmeidah said: Everything works great in blender but when i upload to SL every part of my body move, except my initial position. ☹️ Im using blender and exporting to BVH One thing I've discovered about pure (non-Avastar) Blender BVH exporting is that it ignores all bones that never move during the animation. So even if you remembered to shift the hip bone in pose mode (like others have already pointed out), that change won't be exported if you keep the hip bone at the exact same place and angle the whole time. You need to put a minor change in it somewhere -- small enough not to notice but big enough to be detected as a change. 2 Link to comment Share on other sites More sharing options...
FlaviaAlmeidah Posted October 28, 2020 Author Share Posted October 28, 2020 Sadly nothing works... I make a simple animation in blender, i just move and rotate a little the mPelvis root: https://i.gyazo.com/eb02086a9d44bcada4dc0b50e7d28885.mp4 when i try to upload to SL the rotation is detected but the movement in the X axys no: https://i.gyazo.com/6efa9171a827ed6811660249e3d16373.mp4 Link to comment Share on other sites More sharing options...
Sabrina Tamerlane Posted October 28, 2020 Share Posted October 28, 2020 (edited) This looks like an issue with Inverse Kinematics, maybe you can disable them... Edited October 28, 2020 by Sabrina Tamerlane wording 1 1 Link to comment Share on other sites More sharing options...
FlaviaAlmeidah Posted October 28, 2020 Author Share Posted October 28, 2020 (edited) After a huge amount of tries, i make it work increasing a LOT the X axys animation distance from the first frame to the last. Maybe the model as small for the blender grid, i really dont know. Thank you Sabrina and Quarrel for trying to help me. @EDIT Yeah, its the model size, i resize and applied the scale, now it's working like a charm. Edited October 28, 2020 by FlaviaAlmeidah Link to comment Share on other sites More sharing options...
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