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Aglaia

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Posts posted by Aglaia

  1. Hi. It never looks exactly the same in SL as in Blender, unless you use the exact same shape in both. With different body proportions, the result looks a bit different, it is normal. And even with the exat same shapes, the result will look different depending on the meshbody, since some meshbodies can have bigger/smaller muslces and body parts than some other ones.

    Since you use Avastar, you can edit the shape of your Avastar model in Blender, to use the same as the one that you use in SL.

    Also try to export as .anim instead of .bvh (although it should work fine with both)

    • Like 1
  2. Before to start my anims, i've spent some time to decide what models i would use. So many considerations. Not only the size, but also, as mentionned by Rohana, the proportions. And also the meshbody itself, cause there can be big variations between, for example, Maitreya Lara and eBody Reborn, with a same shape.

    About the size: First thing that i use is really just the intuition. I look avatars all the time, i compare mine to other ones, etc, and i figured out that generally speaking, i noticed that male avatars are one head higher than mine, if not more. Some are even higher/bigger. About females, i think i am a bit under the average. I did different tests. I also checked average sizes by Lou's bots: https://lounetizen.com/avdata/ which seems to be 1.70 for female and 2.00 for males. So i went for these values. Female 1.70 and Male 2.00. Please note that these are the values returned by the llGetAgentSize() function: they are smaller (but roughly proportional) to the ones shown in the Shape Editor. If using shape editors values, these average values would be higher.

    About proportions, that is a big question too. I've decided to take the "Classic" shape that comes with Belleza Gen.X Classic for the female. Visually it looks super standard/average to me. That said, i often end up to leave some space between the male's hand and the female's body, especially around the butt. Genrally speaking, i prefer to leave more room than not enough: better to have the hand a bit too far from the body, than having the hand inside the body.

    And for the meshbodies, i use Belleza GenX Classic for the female, and Signature Gianni for the male. But i always tests with different shapes and meshbodies, to make sure it looks roughly ok in most cases.

    @Ricky Shaftoe I encourage you to buy Avastar or Bento Buddy and create your models ;) The ones that i have provided for Cascadeur are based on the Avatar Workbench, cause it is the only free not-copyrighted stuff that i know. But if you buy Avastar or Bento Buddy, you would be able to import a shape from SL into Blender and have your rig match these values ;)

    • Thanks 1
  3. These undeform anims are always an approximation. If you play an undeform animation that affects only one bone and look at your avatar closely, you will notice that they don't put the bone in its very exact position. It gives decent results for most average shapes and body parts like legs, arms, etc. But it definitely gives bad results with bones that are in very different positions from an avi to another. For example the breasts (LEFT_PEC and LEFT_RIGHT bones), it is impossible to make a universal deformer anim that will work ok for everybody. And this is the same for the face. You can probably make an undeform face animation that will work ok for one head, but it won't work good with other heads.

    Best thing you can do is to undeform your avatar manually. (Avatar > Avatar Health > Undeform Avatar, in Firestorm)

  4. On 4/26/2023 at 8:54 PM, OptimoMaximo said:

    It misses the loop end frame, which is a feature to embed a loop within an animation and have sort of "intro" and "outro" sequence for the animation start and when the stop animation is called, so to have a nicer interpolation in and out of the current animation when a sequence of animations are needed.

    I've updated the .anim exporter:

    1/ It now offers the "loop end frame" option that was missing.

    2/ It now offers the option "Export translations". If not checked, translations are ignored (except translations of mPelvis which are still exported if they exist)

    3/ It doesn't require anymore channels to be grouped by bone in the dopesheet (this was mainly a problem when importing a fbx file in the older versions of Blender)

    4/ It now ignores all bones that are not part of the SL rig. 

    5/ It now displays a progression loader under the mouse cursror when the export is processing.

    By the way, points 3 and 4 make much easier the Cascadeur worflow exposed here. Indeed, thanks to these few improvements, there is no need for any cleaning anymore of the fbx file exported from Cascadeur and imported into Blender. Not only easier, it makes it also compatible with older versions of Blender (3.0 and upper)

    I think the last thing to do on this plugin is to fix the bug that sometimes make the model rotating by 90 degrees after an export. It happens rarely and randomly and i'm stuck on it so far.

    Edit: same url for downloading the .anim exporter blender plugin: download the blender-sl-anim-exporter.zip file in the latest release on this page: https://github.com/aglaia-resident/blender-anim-exporter/releases

    • Like 1
  5. Crypto functions are a nice addition. A few years ago, i wanted to use JWT for communicating between an inworld script and my server. I had to give up this idea because lsl didn't provide a HMAC function. This would be possible now.

    Furhtermore, llHMAC gives us a standard and straightfoward way to hash a string with a secret.

    About llReplaceSubstring, the question is mainly why this was not added already 20 years ago :D

    About string search, still waiting for a search with regex. Regex have been introduced in the LSD functions with llLinksetDataFindKeys so i hope we can expect some llSearchRegex, llReplaceRegex, etc... functions soon!

    • Like 1
  6. hi @Ricky Shaftoe,

    Today i've released a new  version of the .anim exporter. It should fix your issue. Now it doesn't require anymore that bones be grouped in some groups of channels. That also makes it compatible with older versions of Blender (starting from 3.0) It will also just ignore all bones that are not part of the SL rig.

    Latest release: https://github.com/aglaia-resident/blender-anim-exporter/releases

    This week i will also release a male rig/model ready to be animated in Cascadeur. I will make it from the non bento Avatar Worbench male shape, and i will add the fingers to it.

    • Thanks 1
  7. Hi,

    I remember now, the Avatar Workbench works with shape keys. If you select the head (for example) and go to the Properties Data Tab, Shape Key section, you can apply the value 1.0 to the male head:

    sk0.png.ef4b10b669e3e393a745e31b8515ccf5.png

    Same for upper body and lower body:

    sk1.png.14d5dabf68bb504369860ea741e50084.png

    sk2.png.faf7baa4ed68797043bf07f55d355ec0.png

    This works with the file workbench-271.blend, which sadly doesn't have the bento bones (so no fingers). Sadly the bento workbenches don't have shape keys.

    You can add finger bones manually. Or even better: separate the fingers from the bento workbench rig and add them to the non bento one, that should work. 

    • Thanks 1
  8. @Ladysaphiire Cool! Glad it worked. Too bad i cannot update my post to correct and state that it requires Bender 3.3 or upper. I will write in big letters here for people who come on this topic later:

     

    THIS REQUIRES BLENDER 3.3 OR UPPER!!!

     

    @Ricky Shaftoe Glad it helped 🙂 I cannot share the files that i use, because they are made with meshes that are licenced. But make a cascadeur-compatible rig is not that hard. You can start from the Avatar Workbench, and remove all the bones that you don't need. For example you probably don't need the wings bones or the hind bones. Then you export as FBX from blender. When you export, uncheck the box "Add Leaf Bones". Then import this FBX in Cascadeur and use the Rigging Tool. Since it is a humanoid, it will propose you the Quick Rigging tool, which is very straightforward.

    Very basic rig for Cascadeur:

    The strict minimum set of bones for Cascadeur is: mPelvis, mTorso, mChest, mNeck, mHead, mCollarLeft, mShoulderLeft, mElbowLeft, mWristLeft, mCollarRight, mShoulderRight, mElbowRight, mWristRight, mHipLeft, mKneeLeft, mAnkleLeft, mFootLeft, mHipRight, mKneeRight, mAnkleRight, mFoot Right.

    With these bones, you can complete the whole body of the Quick Rigging Tool of Cascadeur.

    Basic rig with fingers for Cascadeur:

    If you want want to animate fingers in Cascadeur, then your rig must contain 30 bones mores in addition of the body bones: mThumb1Left, mThumb2Left, mThumb3Left, mIndex1Left, etc...

    In the Quick Rigging tool of Cascadeur there are 3 tabs: one for the body, one for the left hand, one for the right hand. So with this setup, you have all the bones you need for a complete quick rigging.

    Additional bones that you might want to animate in Cascadeur:

    Example: you have a furry humanoid character with a tail. And you want to animate the tail in Cascadeur. In this case, your rig will also contain the bones mTail1, mTail2, ... to mTail6. This bones cannot be matched in the Quick Rigging Tool, since this tool is for human bones only. So you will first use the Quick Rigging Tool, then just after, instead of clicking "Generate Rig", you will click "Continue editing rig" in the normal rig mode of Cascadeur. Here you can specify some additional "rig elements". A "rig element" is the term used in Cascadeur to designate a bone that you can animate and set some physics properties. All is explained in lesson 2 and 3 here: https://cascadeur.com/learn/rigging

    Additional bones that you want to have in your rig but will not use in Cascadeur:

    Example: you want to make some facial expressions. You cannot make facial expressions in Cascadeur, so you will have to that afterwards in Blender. So your rig will contain all the face bones. In Cascadeur, you will just ignore all these bones, as if they didn't exist. Then later, after you exported your fbx from cascadeur and open it in blender, here you can make your facial expressions.

    About adult animations: i got some very decent results in using the tail bones for male genitals. Auto-physics work very well for that. But sadly, for breasts, i get no good results so far. I cannot really share this file neither, since the genitals mesh that i use are licenced. But you can find this kind of mesh for cheap or free on the web and add it to your model ;)

     

    • Thanks 1
  9. 21 hours ago, OptimoMaximo said:

    It misses the loop end frame, which is a feature to embed a loop within an animation and have sort of "intro" and "outro" sequence for the animation start and when the stop animation is called, so to have a nicer interpolation in and out of the current animation when a sequence of animations are needed.

    You're right and i will add that as soon as possible 🙂

    • Like 1
  10. 37 minutes ago, Ladysaphiire said:

    Here it is how it appears in the timeline: 

    https://prnt.sc/_5NCm28e983B

    Oh yes, i ran into this problem a few months ago and struggled with it. Looks like Blender is not grouping channels on import. After your message i investigated further and it seems that it depends of the blender version. If i try with Blender 3.0, i get the same result as you: channels are not grouped. But if i try with Blender 3.3 (which is the one i work with now), it is fine, channels are grouped.

    What Blender version do you use?

    If you use an old version, can you try with Blender 3.3?

    (i think and hope it should also work with 3.4 and 3.5 but i haven't tested)

    • Thanks 1
  11. Hello,

    First: when you export from Cascadeur, make sure to do it with File > Export FBX/DAE > Scene. This is the only proper way to export for Blender.

    Then in Blender, does your animation play correctly? If the animation plays well, that means all is good.

    If you see only "Avatar" in the timeline or dopesheet, maybe it is just because it was folded? Did you click on the arrow icon on the left? Please have a look at this little gif:

    https://gyazo.com/2c9bf55491aa62faa587e25386b08aab

     

     

    • Thanks 1
  12. Hello,

    I've received several messages about how to make animations with Cascadeur, so i thought it would be cool to share some few tools.

    If you don't know Cascadeur, have a look at it, i'm sure it's going to become super popular in the next months and years: https://cascadeur.com/

    What you need to make some anims for SL is a rig and mesh that work for SL. I have used the Avatar Workbench, removed a bunch of bones to keep only the body bones and the fingers. You can download this file on my google drive: https://drive.google.com/drive/folders/1gXWxunKk8z1QulD1lHNPzbZ1Y9TMfUPq This is the file "avatar.casc"

    Probably not the best looking mesh, by far, but that is the only one that i have found for free with the right to share it. I use a better looking mesh for my own works, but this one is not sharable. Anyway, i think this rig/mesh will be a good start 🙂

    Then you open this file with Cascadeur and make your animation. When you are done come the question: how do you export it to SL?

    The workflow that i use is that i export the animation from Cascadeur as a .fbx file (File > Export FBX/DAE > Scene). Then i import this fbx file in Blender. This requires Blender 3.0 or upper! Now there are two little things to do:

    - Set the last frame number of the animation (because by default, in Blender, it is 250)

    - Remove the "Avatar" group of channels (see the video below).

    Finally you can export to .anim. For this, i use the .anim exporter plugin that i have introduced yesterday and that you can download here: https://github.com/aglaia-resident/blender-anim-exporter In the Export options, do NOT check "With Translations"!

    This is a video that shows the whole process, with a quick and dirty animation:

     

    • Thanks 1
  13. Hard to say. I think the easiest is you to send me your blender file if you're ok. And also the json file so i will check it. I send you my email in private message. Or you can share on google drive or whatever.

    In the exporter widget, you can select the priority of the animation. Options are on the rigt side of the widget. If you don,t see the options, unhide them by clicking the cog icon. Here you can set the priority:

    Unlike bvh format, with .anim you can NOT change the priority when uploading to SL.

     

    cog.png

  14. Welcome. I think i will improve it soon for:

    - Add a "Rotation only" checkbox in the Exporter widget

    - Automatically duplicate the first frame if there is only one (since an animation cannot be a single frame)

    - Try to fix the bug that i mention in the Known issue.

    But it should work fine. I've been using it for several weeks now and it seems stable enough.

    In your case, you would also need a plugin for importing Cascadeur files, to automatically remove the scale channels, location channels, non used bones, armature channels, etc... I have another plugin for this, but right now i have customized it a lot, it will not fit for generic use cases. For example i remove all face channels except for mFaceJaw, and for the eyelids, i remove all volume bones except for breasts, and other custom things like that that will annoy most users if i deliver it as it is.

    • Like 1
  15. Just released the anim exporter: 

    And you can find 2 other files in the google drive folder:

    https://drive.google.com/drive/folders/1gXWxunKk8z1QulD1lHNPzbZ1Y9TMfUPq

    You can use avatar.casc. Open it with Cascadeur, make your animation, then export it with File > Export FBX/DAE > Scene

    Then import the fbx in blender. Here you have to make the cleaning, as explained above: remove translation channels (except for mPelvis) and remove the "armature" channels added by Cascadeur. Then you can use the .anim exporter plugin to export as .anim.

    I will try to make a youtube video of the process, if needed.

    • Like 1
  16. Hello!

    A few months ago i created this Blender Exporter plugin for exporting animations in the .anim format. So today i've decided to share it with the community, and i hoping it will help as much as it helped me!

    WHY A .ANIM EXPORTER?

    If you create your animations with Avastar or Bento Buddy, you do NOT need this plugin, because Avastar and Bento Buddy have already everything for exporting to .anim. But if:

    - if you create your animations in plain blender (without Avastar and without Bento Buddy)
    - if you create your animations in some other softwares then want to import then SL as .anim format

    then this plugin could help you!

    Personally, i make my animations either in Cascadeur 3D, or in Rokoko Studio. It is not possible to export in a custom format with these softwares. So i export my anims from Cascadeur or from Rokoko to some standard format (fbx, bvh, etc), import them in Blender, then export them to .anim with this plugin. Another solution would be to retarget the anim to either Avastar or Bento Buddy rigs, but 1/ it takes time and 2/ not everybody has these add-ons.


    Credits:
    I've used a lot from the blender source code itself, especially the bvh exporter, that i've used as a base for collecting data about the animation. I've also reused from code from https://github.com/FelixWolf/SecondLifeTools/blob/master/animjson for writting the anim file and json file.

    HOW TO INSTALL?

    Go to the Releases page on Github: https://github.com/aglaia-resident/blender-anim-exporter/releases 
    In the latest release, download the file blender-sl-anim-exporter.zip
    This zip file is the plugin.

    Then install it as any other plugin:
    - In Blender, go to Edit > Preferences > Add-ons
    - Click Install
    - Select the zip file that you have downloaded
    - Then don't forget to tick the checkbox to enable it.

    Now if you go to File > Export, you should see a new option "Second Life Animation (.anim)"

    WHAT MODEL TO USE?

    Your model can come from another software, as long as it respects the SL rig bones hierarchy.

    If you don't have any model yet, you need a rig for creating your animation. You can use the Avatar Workbench that is available for free:
    https://www.avalab.org/avatar-workbench/

    For starting, you can also use the simple rig and mesh that i provide on google drive:
    https://drive.google.com/drive/folders/1gXWxunKk8z1QulD1lHNPzbZ1Y9TMfUPq
    Donwload avatar.blend and open it in Blender. IT REQUIRES BLENDER 3.0 OR UPPER

    I've made this rig from the Avatar Workbench. I removed all bones except the body ones, so you get the torso, neck, head, arms and legs.
    If you want to animate bento bones and volume bones, then please use the avatar workbench.

    ORIENTATION OF THE MODEL

    In Blender, your model must face you when you are in front view. Type 1 on the numpad to go in front view: the model look at you.

    Indeed, the orientation of an avatar in SL is facing X. But in Blender, the convention is to have the avatar facing -Y, which means facing you in front view. It makes the use of mirror tools easier. So i've followed the Blender convention.

    Make sure the avatar is facing you in front view, and check that its orientation is 0,0,0. If not, select the armature and tick Object > Apply > Rotation

    orientation.thumb.png.60250ea4d02925805b669d401c0e29fb.png

     

    HOW TO USE?

    Create your animation.

    If you have several actions in your blender file: select the one you want to export in the Dopesheet > Action Editor.

    Then select the armature and go to File > Export > Second Life Animation 

    Here are some options. If you don't see the options on the right, click the Cog icon:

    options.png.54cd77b74cb882b38b377dcfe1024025.png

    OPTIONS

    - Start frame, End frame, FPS: these settings cannot be changed here. Indeed, they come from your blender scene itself. You can change Start frame and End frame in the timline:

    timeline.png.d3d9653b7dd56ea935932e1efe117c62.png

    And you can change the FPS in the Output Properties panel:

    fps.png.6eda2d7a6258bf9c415ca675a13c87fa.png

     

    - Export Translations: Most of the time, in SL, you want to animate bones by rotation + translation for mPelvis, and rotation only for all other bones. If you check this box, all existing translation channels will be exported. If you don't check it (which is the default), only mPelvis translation will be exported, and all other bones translations will be ignored. If you are unsure, do not check it.

    - Priority: choose between 0 and 6

    - Loop: tick this box if your animation should run in loop

    - Looop starts at frame: sets which frame is the first frame of the loop. This has no effect if you didn't check the "Loop?" checkbox.

    - Ease in and Ease out 

    - Dump as JSON : this is for debug purpose. If you want to analyze your animation, this file could help you. You can open it with any text editor, like notepad.

    KNOWN ISSUES

    In some rare and random cases, after an export, the model gets rotated by 90 degrees around Z. If this happens, please re-rotate it correctly by typing R Z -90 then Object > Apply Rotation.

    SOURCE CODE

    https://github.com/aglaia-resident/blender-anim-exporter

     

    • Like 3
  17. Hi!

    Glad it helps 🙂 I've got your private message as well. About the .anim exporter: i'm going to release it publicly right today. I will make a post on the forum. I'm gona do that just after this post, please be patient one hour or two ;)

    I will also share a blender file and a cascadeur file ready to use. All that will be ready in a few hours, and should ease the process a lot.

    About your questions:

    1: for a .bvh export, indeed it is necessary that the first frame represents the model in T pose. This is a trick used by SL (and other softwares as well) to know which bones are actually animated, by comparing the first frame and the second frame, and keep only those which have a different rotation or position between these two frames, and ignore other bones. So in Cascadeur, you would keep your model in T-Pose in the first frame, then start your actual animation in the second one.

    But this first frame T-Pose trick is for .BVH export only. If you export to .ANIM, then there is no need to have the model in T-Pose in the first frame. So i advise you to forget all that, and use my .anim exporter that i will publish in a few hours ;)

    2: No need to rename bones. "Hip", "Chest", etc, are just aliases for "mPelvis", "mChest", etc. I think they are old names that are not used anymore by SL, but still work. I've also seen that the Avastar BVH exporter still uses these names and i'm not sure why, i have exported several animations with the normal names "mPelvis", "mChest", etc and never had any problem. But anyway : here again, this concerns BVH files only. If you export to .anim, then bones names are the real ones: mPelvis, mChest, etc...

    Ok, now i go to publish my .anim exporter and will post in on the forum. I will also publish a ready to use cascadeur file.

     

    • Thanks 1
  18. Oh, i forgot something important, and this could be the reason of your problem with "Hip" bone.

    Cascadeur adds a group of channels for the Armature itself. For example, if you armature is named "Avatar", you will notice this group of channels in the dopesheet:

    dp.png.e7c29f167f20fdd46d86b629fc913ea2.png

    This "Avatar" channels group that i have wrapped in red, you should remove it! SL won't accept your animation with that.

    I realize that it is a lot of stuff. I had forgotten a bit about all that, because 2 months ago i made a kind of "Cascadeur plugin" for Blender, that makes all the cleaning automatically when i import a file. Maybe i will share this plugin in time, but for now, i don't know how to release it, since there are so many particular use cases and so many different ways to use Cascadeur and Blender : it sounds hard to me to propose a generic solution that will work for everybody.

    • Like 1
    • Thanks 1
  19. Hello!

    Sorry for the late reply, i was very busy recently. I saw your other message in the other topic as well, but didn't really know how to help at that time.

    About your problem here: pretty sure that you have exported Location keyframes, which explains why your avatar looks distorted in SL. It could also be due to an export with the model being in a wrong orientation. Let me explain. I will show the whole process from the begining, for other people who come on this topic and start from scratch. I think you have already completed the first steps, so you can probably skip the begining of all that and jump directly to the section "CLEANING THE CASCADEUR FBX".

    Note: also please have a look at my next message, i forgot something important in this one, that could be related to your question about the "Hip" bone.

    DOWNLOAD AND CLEAN AVATAR WORKBENCH

    Donwload the Avatar Workbench: https://www.avalab.org/avatar-workbench/ For starting, i would recommend to choose the "workbench-271.blend Blender 2.71" in the list "Downloads (Classic Rigging). This one contains only the classic bones (not the bento ones), but it is a good start. Once you will have done the whole process with the classic rig, you can retry again with the full rig that contains bento bones and volume bones, but to make it easy, for now, just consider the classic rigging:

    download-workbench.png.21bd74c6f3d21e4defcf5c607a71e574.png

    Open it in Blender. Now, i would recommend to clean that a lot, to keep only one mesh. I like to have ONE mesh only. I import/export a lot between different softwares, so it is important to have the simplest thing as possible. This is how mine looks : one armature, one mesh, nothing more:

    viewlayer.png.1f1f389e7fc16486b55530c61a81178b.png

    Now, with Blender, export as fbx. You can keep all the default options of the exporter, except "Add Leaf Bones" which is under the "Armature" options group: you do not need this, so uncheck it.

    CREATE THE CASCADEUR RIG

    Now open Cascadeur and go to File > Import FBX/DAE > Model. Click twice "Yes" to go to the Quick Rigging Tool. Here, you will match your bones with the Cascadeur Bones. These are the bones to match:

    mPelvis, mTorso, mChest, mNeck, mHead, mCollarLeft, mShoulderLeft, mElbowLef, mWristLeft, mCollarRight, mShoulderRight, mElbowRight, mWristRight, mHipLeft, mKneeLeft, mAnkleLeft, mFootLeft, mHipRight, mKneeRight, mAnlkeRight, mFootRight.

    Now create a simple animation.

    Then export it with File > Export FBX/DAE > Scene

    Now open the fbx in Blender.

    CLEANING THE CASCADEUR FBX IN BLENDER

    Cascadeur keyframes ALL bones, and for each bone it keyframes in Location, Rotation and Scale. You definitely don't want that. Most of the time, in SL, you want:

    - rotation + location for mPelvis

    - rotation only for all other bones

    So open the dopesheet in Blender, and remove all Scale channels + remove all Location channels except for mPelvis. You should get something like that. Note that only mPelvis has some Location channels:

    dopesheet3.png.5dabe86783228bbe3daebc6076257822.png

    Furthermore, you might want to completely remove some other channels that you don't need. Because Cascadeur keyframes all bones, but you don't need all the bones in your animation. mToeLeft, mToeRight, mSkull, mEyeLeft, mEyeRight, these ones are not needed. Personally i even remove mFootRight and mFootLeft, since these ones mess up with avatar wearing heels. So i keep no channel for these bones in my dopesheet.

    Edit: please also have a look at my next message in this topic, i've added an important step for cleaning the file.

    EXPORT FOR SL

    Now, this is the something that can be tedious. You can either export to .bvh or .anim.

    To export as .bvh, you will have to reorient your model because bvh expects it to be in a given orientation, as shown in this video made by Pavel Perna:

     

    To export as a .anim : i recently made a little blender plugin for that, that i think i will open source and release soon. Please message me if you want it now ! Without this little plugin, the other solution is to retarget it to the Avastar or Bento Buddy rig then export to .anim.

     

     

    • Thanks 2
  20. On 3/28/2023 at 7:23 AM, FridayAfternoon said:

    But if I run a second upper body animation at higher priority, the animation breaks and the entire upper body starts to rock as if the torso was parented to the tinker, even though the COG is static in the lower body animation. 

    Tinker is a bone specific to the Avastar control rig, it is not in the SL rig. Actually the Tinker bone, in Avastar, is here to help you to rotate mPelvis in a way that affects only the lower body  without affecting visually the upper body (mTorso and upper), which is really hard to achieve without this Tinker bone or something equivalent. So when you rotate Tinker, it actually rotates mPelvis but also rotates mTorso in order to keep it in the same visual rotation. Not sure if this info will help you, but it seems that you have two categories of animations (lower body and upper body) so if you keep in mind that animating Tinker does actually affect mTorso, this could explain the results you get.

    For resyncing anims from a script, there is no other way than stop/restart them.

     

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