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Millicent Warcliffe

Avatar "looking around" during animation

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So avatars do this thing where they follow the mouse cursor with their heads and upper bodies. How do you nail down the parts of the body in a pose so that the pose overrides that behaviour?

I know that DAZ has a thing where you can pin a body part. Qavimator doesn't do that. Any hints?

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I think what happens (from my own experience), is that if any body joint is NOT altered at all when the pose/animation is created, the standard SL anims will creep in (especially the head movement you describe).

My own workaround (and I think it's done commonly from what I can gather), is to adjust EVERY body part/joint - even if its only a tiny bit for body parts that aren't required to be changed from the default T-pose. By doing this, I think it defines new parameters which tell SL not to override them. I guess otherwise, the unaltered joint parameters remain blank or something, so SL will do its own thing in regards to movements.

Not sure if this is the proper way to do things, but it works fine from my own experience. Just make tiny adjustments to any body parts that don't need to move.

I hope this helps :matte-motes-smile:

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If you want to have all of your joints locked into this animation, a quick and easy way is using bvhacker. You can find this at

http://www.bvhacker.com/ .  Use the option !Zero Check. This will check all the joints and make sure they are altered by at least 0.02 so that all joints are adjusted.

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For Qavimator, I have a two-frame starting pose that I use for all my anims, where every joint is moved between the T frame and the first (only) animation frame.

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