Alef Ohmai Posted November 3, 2011 Share Posted November 3, 2011 Hi, I've made an animation in QAVImator and uploaded it, but even though I upload it at highest prio, 4, the "idle" animations keep overriding some of my joints. So it keeps on twisting in particular its arms and torso arbitrarily all the time. I don't get what I'm doing wrong.One idea I tried was that it could be because it needed to have a non-zero value for every joint in order for SL to understand that it should keep it's hand off that joint. I tried making a new version of the animation where I added a very small value for those joints that previously had 0 value, so in that animation EVERY single joint had a value that was non-zero, and prio 4, still the "idle" poses kept on disturbing the animation. Any ideas? I'm really frustrated with this.//Dave Link to comment Share on other sites More sharing options...
Medhue Simoni Posted November 3, 2011 Share Posted November 3, 2011 You are on the right track. Every joint needs to not be zero. Maybe you are not moving the joints far enough. When I make animations, .1 is enough for the system to recognize it. Also, remember that the animation needs a Tframe. This is the first frame of the animation, and gives the system your position. Most people make this with all zero joints, which is why it is called a Tframe, and why you need to move each joint off zero. Link to comment Share on other sites More sharing options...
Alef Ohmai Posted November 4, 2011 Author Share Posted November 4, 2011 Hi, thanks for your reply... Haven't been able to make it work though. I had already tried with all joings at least 0.01, I now tried both 0.1 as you suggested and even 1.0, but still idle animations kept overriding my joints, I really don't get what I'm doing wrong.... have uploaded the darn animation so many times now I should get some kind of rebate :-) Link to comment Share on other sites More sharing options...
Amaranthim Talon Posted November 4, 2011 Share Posted November 4, 2011 Well you should definitely be uploading to the beta grid or to an different virtual world so you wont need to pay for your trials. Good luck. Link to comment Share on other sites More sharing options...
Osprey Therian Posted November 7, 2011 Share Posted November 7, 2011 The latest-starting animation will override if it's the same or higher priority. Can you change your AO so the other anims are lower priority? People also use constantly-restarting anims by script but that seems a heavy script burden. Link to comment Share on other sites More sharing options...
Medhue Simoni Posted November 7, 2011 Share Posted November 7, 2011 I still think it is a Tframe problem. Here is an example of how I do my 1st and 2nd frames. Link to comment Share on other sites More sharing options...
freston Posted November 9, 2011 Share Posted November 9, 2011 I agree with Medhue, it sounds like a problem with the initial frame. If a bones rotation changes significantly from the first frame somewhere in the animation then the importer will keep it. Otherwise the importer ignores that bone entirely. In a multi frame animation the first frame is a reference and its easier to change that . A change of about a degree in x or y axis should do it, or you could do something dramatic like Medhue Link to comment Share on other sites More sharing options...
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