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Spline Breaks causing flinching


Azel Snowpaw
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I’ve been using Poser to make some 30 second animations for my own use. I’ve done a lot of reading about how BVH files are optimized in uploading to SL, and how to prepare them. Even so, I have had some limb drift in some of my animations so I’ve had to break splines more than once to stop it from happening.

My problem is the animations move just a small amount (flinch) when playing from one broken spine to the next broken spline when playing in SL. It’s not much of a move. You have to be looking up close to see it, but the limb does flinch because of these spline breaks I have to make to prevent limbs drifting.

I’ve done the usual such as: setting up frame 1 at SL default T settings, starting my animation on frame 2, moving all joints at least 1 degree, lowering frame rate to 15 frames per second. But, limbs still drift and I have to use spline breaks to stop it.

Any suggestions on how to stop limb drift without spline breaks? Or if not, is there a way to smooth out the playback flinching caused by the spline breaks?

I see the buttons listed below next to the Spline Break Button:

Spline Section

Linear Section

Constant Section

I don’t know what they do. Should I be using one of them instead of Spline Break?

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I fixed my flinching problem by adding a second spline break right after the flinch movement and making sure it matched the keyframe before it.

One problem solved only 100 to go.

 

I still need some way to stop limbs from drifting besides adding more degrees of rotation to limbs. In my animtions I want only a few degrees of movement cycled over 10 tens each.  That would be 3 cycles in a 30 second animation, of 2 or 3 degrees for the limb.

 

When I have to add more than 2 or 3 degees to the limb it destroys the illusion. I'm putting spline breaks at the beginning and end of each 10 second cycle, but it does not seem to help. I usually need to add more degrees of limb movement.

 

Any idea on how to avoid adding more degrees of movement to limb?

 

 

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Yes, i would optimize it in Qavi.

No, I'm not talking about moving the parts off the Tframe. When you create an animation in Poser, generally, you are creating keyframes on those joints that you move. I suspect that somewhere in the animation, there are keyframe mix ups. With keyframing, if you move the arm on frame 2 and then again on frame 10, all the frames inbetween do not have any keyframing. What I'm telling you to do is keyframe every joint on every frame. So, in the case of the arm example, you would have keyframing on every frame of the arm, not just frames 2 and 10.

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