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agentronin

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Everything posted by agentronin

  1. In gorean combat with melee weapons it is very important to know which way the adversary is facing. This is because It is highly desirable to be behind the adversary where one is outside the adversary's 180 degree forward melee strike and shield defense zones. I find knowing this can be difficult because when walking backward the animation can cause the avatar to face in the direction of the walk, making it appear the avatar is facing what way, but actually it is not in regard to melee strike and shield defense zones. Also there are animations that come with katana sword that make the avatar spin. I attempted to solve this problem by turning on the Look At targets at Avatar => Preferences => Privacy => LookAt (tab) . But this has not been reliable because most have opted to turn off sending their look at targets to others. Is there a reliable way to know which way avatar is truly facing in regard to melee strike and shield defense zones?
  2. I read about TMP having their own server to get around Linden Lab's TOS. Suppose TMP this server shuts down. What would happen to items I purchase from TMP?. Are these items totally in my Inventory, or do they continue to be dependent on the TMP server for use after purchase? I am asking because the TMP Deluxe Mesh Body is offered at a very low price right now.
  3. I created an animation where an avatar pushes against a cage's door for an escape attempt. The animation's last part, which plays in an infinite loop, is when the avatar gives up on the escape attempt, and remains on its knees with its hands grasping the cage door bars. This part is in an infinite loop to allow the user to decide when to end the animation's giving up part. While testing this I discovered that when an avatar stands up from an animation it is moved forward in the direction the avatar is facing. Unfortunately for me this has the undesired effect of moving the avatar through the cage door which ends it up outside the cage. I have considered including a Stop animation that would move the avatar far enough away from the door. This has a less than fully satisfactory solution because the user could forget to use it, and stand up from the animation instead. Please suggest solutions that would keep the avatar inside the cage when the user selects stand up in the Pie menu.
  4. I set the final frame of each animation to loop indefinitely. This way the animation remains in its final posture until the next animations starts. So I do not know what difference setting the timing short would do, except risk that the next animation will start before the current one is finished. From what I observe when the animation sequence is played the problem seem to be the statement to position and rotate the avatar is not being executed fast enough. It is as if the avatar is very briefly in its default position on the prim.
  5. I have already done smooth transitions. The last frame of each animation in the sequence is identical to the next one''s first frame. Each animtion's last frame is in a loop so if there is delay in starting the next animation the avatar does not revert to the default pose. All the animations came from the same NLA track in Blender and have the same origin bone location. Each animation comes from one or more Action Strips in that NLA track. In the AVpos file each animation has identical position and orientation assignments, as determined using the Adjuster. When the entire NLA track is played Blender shows a smooth animation. Lack of smooth transitions is not what the problems is. The sequence became necessary because the entire NLA track in one anim file would exceed SL's play time and file size requirements. I am not interested in purchasing animations now, most especially sexual ones. I am creating animations in Blender because the ones I want are not available anywhere. They are for a highly customized need.
  6. I am using AVsitter's AVsequence to play an animation sequence. The transitions between the animations is not always smooth. It seems at random times at these transitions the avatar is briefly displaced from the position set in the Avpos notecard, which can be as much as a full body height. When it happens the duration of it happening might just one, or a very few frames. Each animation in the sequence was made to loop indefinitely in its final frame when the animation was created in Blender. The times given the WAIT statements in the [AV]sequence_settings notecard is right now exactly the amount of time the animation it is for runs to millisecond resolution. The frame rate for the animations are 12 FPS. What can be done about these displacements?
  7. I have begun to use the Second Life Beta grid to do development work (aditi). I knew that any Inventory item I came by in the beta grid cannot be transferred into my Inventory in the regular Second Life grid (agni). So to keep what I develop in the Beta grid separated from all other Inventory Items I created a folder to contain my work done in the Beta Grid. Two days later I log in to find this folder gone. And so I discover by experience I cannot keep any development work saved in my Beta Inventory, because the entire aditi Inventory will be overwritten from my agni Inventory. What events trigger this overwrite? I am concerned this will happen during development work in agni before I get it downloaded to my hard drive in which case I would lose some work.
  8. Setting a timer event for every 0.1 seconds and then polling to determine if a time is up seems wasteful of sim resources. Would it work to set it for when the next animation should start?
  9. Up to now I thought that during ease in and ease out time was an interpolation between whatever posture the avatar was in and my animation's first frame. From your answer I see now that my animation's frames are already running during ease in and are still running still running during blend out. That the frames in my animation are being blended during this time with increasing weight during ease in, and decreasing weight during ease out. Now I understand that the number of frames to overlap is calculated from ease in and ease out times, or vice versa. So the start of the next animation is not exact, and so the blended frames will not be from exactly the same frame numbers in the NLA track, and this then smooths the transition. During ease in and ease out there are two animations running simultaneously and they are blended. Thanks for you help. This overlap might make a difference in my animation. The animation segments are chosen so that if the avatar was still for a short period of time it would not be noticeable, and there would not be any jerkiness if it were. So instead of blending with ease in and ease out it might be better for me put in the script some safety margin in the timing between animations to be sure that the next animation does not start before the current one ends, even if it means the avatar will not move for a very short time between animations. I do not know right now what that safety margin should be. Please suggest one to start with. I expect the final value will have to be refined by trial and error. I also need to know if such a safety margin would be made more accurate by dividing it by the sim's time dilation number.
  10. Is the 5 frame overlap you give in your example due to the ease in and ease out, or is the ease in and ease out to be done in addition to the 5 frame overlap?
  11. Would the number of frames overlapped, and the ease in and out times, depend on the frame rate? Are the ease in and out times in addition to the frame overlap? Or is the overlap created by the ease in and out times? During ease in and out times is there a blend between the currently running animation and the next animation being started? The animation I am currently working that needs to be divided up has a frame rate is 12 FPS.
  12. Suppose I need to create a sequence of two animations from a Blender NLA track which is to be played by an LSL script. This would be made necessary due to the SL anim file size limit. Suppose the NLA track extends from frame 1 to frame 100. If the second animation is to be rendered from frames 50 to 100, should the first animation be rendered from frames 1 to 49, or frames 1 to 50? Once an animation's final frame is reached during play does the animation end exactly at the time of that last frame, or 1/FPS (Frames Per Second) later?
  13. This problem is solved. When action strip tweaking is closed, if in the NLA Editor Properties (NKey) Action Clip panel the Sync Length checkbox is checked, the extent range will automatically adjust to the first and last keyframe.
  14. In the Blender NLA Editor's Action Extents and Strip Extents time intervals is there a way to change these in a way that does not change the Scale (time scale) parameter in the Playback Settings, and so will keep the keyframes where they are?
  15. I applied for the Slink Physique developers kit. Thanks for the tip :). Now I am also concerned about the hands. They are from Vista Animations "VISTA BENTO PROHAND SLINK MALE". My animations include a hand grabbing a post. Precision is needed here. Would I also need a similar kit from Vista Animations?
  16. I have verified that PMAC 2.0 Builder's is only for OpenSim So now I now intend to use nPose for SL: https://marketplace.secondlife.com/p/nPose-V310/11306346
  17. There is only one animation I am working on. I am not yet at the point where I need to synchronize two animations. I will be soon, and I plan to use PMAC 2.0 Builder's Kit to do it. At the moment I have an Avaster created avatar with SL bones in Blender to create an animation with. Its shape was downloaded from SL in a slider XML file and generated from my Slink Physique body. The Avaster created body in Blender is intended only to create an animation with. I do not intend to upload that body for use in SL.
  18. Would this collision volume bone be something already in a standard SL Bento Avatar? Or would this have to be added? I need this animation to work in SL on my Slink Physique body with its Vista Animations Bento hands. The avatar I have in Blender was created by Avastar with all the standard SL Bento bones, and shaped by an XML shape slider file from that Slink Physique body. Does "through the length of the arm" mean the entire length of the arm from wrist to shoulder?
  19. I need to turn a wrist so that when, for the example, the arm is hanging down the hand's palm is facing to the rear, it faces forward after rotation. I find this unnaturally deforms the mesh at the wrist. It looks a lot like the hand is being twisted off. This video is about a solution: Unfortunately this solution requires the forearm bone to be divided into three bones. Since this for an animation in SL I do not have the option to put three bones in the forearm. Is there an SL animation compatible way to solve this?
  20. There is only one animated object, and this is the Avastar created avatar with SL Bento bones. Originally I had all bones in the actions. I used the X key in the Dope Sheet to eliminate bones I thought at the time I did not need. When the need to add a bone I had deleted from the Dope Sheet became apparent, I did not see a way to add a channel for the needed bone. The COG bone does have the Location fields active (not grayed out) in the 3D View's Property Panel's Transform tab. Up until now, when attempting add a bone channel to the Dope Sheet, I had the mouse cursor in the dope sheet. Since starting this thread I found this does do something, it adds a key frame only for bones already in the dope sheet, and that are also selected in the 3D view. After reading your response I tried the I key while the cursor was in the 3D view. I got a menu by which I was able to add the selected bone to the dope sheet, and I saw its pop up menu the location and rotation options you referred to. Thanks for your help. It did lead me to the answer, which was to use the I key in the 3D View instead of the Dope Sheet.
  21. In Blender's NLA editor I need to add a bone to a dope sheet for an action strip I am tweaking. I attempted to do this by selecting this bone in the 3D View and using the I key. This did not do anything, regardless of whether I selected “All Channels”, “Only Selected Channels”, or “In Active Group”. How are bones added to a dope sheet? It seems I can delete them from it using the X key, but I have not found a way to add one.
  22. I see two checkboxes in Avastar's Animation Export panel that are not documented on this page: https://blog.machinimatrix.org/avastar/reference/animation-export-panel/ These are: "Synchronize" and "Bulk Export". What do these do? I am using Blender v2.79b
  23. What I was referring to is the amount of time it takes for the animation to transition from whatever posture the avatar was in when the animation was started, to the first frame of the animation, which is at frame number 2 in this case to make the transition smooth. I will attempt to set this using the ease in value in the BVH upload window once the BVH file is created as OptimoMaximo recommends.
  24. Can the amount of time the avatar takes to get to frame 2 from animation start up be controlled? Since there is one frame interval between frame 1 and frame would this be the number one divided by the FPS? Can it be made longer by starting at frame number 3 or higher?
  25. I desire my animation to transition smoothly by interpolation to its first frame from whatever posture the avatar happens to be in when the animation starts. How can this be done? If it can be done, can this transition time be controlled?
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