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Kylie Remsen

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  1. You can in fact run two animations together by using the [AV]faces plugin, where you would point a animation to use an older system body emote, you can point it to use another animation instead. you can find advice on how to do this on the avsitter help website under the part which describes how to operate the faces plugin.
  2. Gah! I'm guessing they didn't want owners to unintentionally block out people who may be flying in aircraft or something. It's a shame. I wish there was available things to detect bots and boot em on sight automatically. I've had a look for such things, but I don't think it's a thing?
  3. I too, had these three month (mostly cloud) bots show up at my club. I've banned a few of them (i have a visitor logger). I think a good way of getting rid of them is to enable "have payment on file" for access - perfect for residential and private places. But for me sadly I cant. I'm tired of these bots though and I think its time for the labs to look into problematic bots who go around invading peoples space and privacy.
  4. I kind of miss the old freeze frame snapshot. Now you have that silly overlay thing soon as you stop moving the camera, and then that causes you to lose track of where you're clicking/camming. I'd love it if they brought that back in firestorm as a extra option.
  5. I'm thinking it's a problem with two of the same priority animations running at the same time, so like say there's one running your bento face, and one in the chair - and sometimes the viewer hasn't got a clue which one to run first. Iv'e had it happen to me a few times. It's an odd one for sure.
  6. Hi @OptimoMaximo x I tried animating with the XYZ Euler option that you described and tried it in SL, and it's still glitching out. Little update: Yesterday I rebuilt a problematic animation, but this time I had her facing in the same direction as the origin, there I just flipped her 180 degrees on the avsitter furniture and there's no problems at all now, it looks very nice and has no visible jolting motion. Image: Using XYZ Euler on rotations.
  7. No Optimo, The avatar and origin need to be facing in the same direction for this bug to not happen. If i leave the origin and only rotate avi via COG in the opposite direction, then problems with pelvis will arise. So i'm thinking the glitch happens mostly within a small degree where the COG and origin face each other head-on and then the problem happens. The attached image will show the setup which will cause problems if you do any rotations on the pelvis. (note: that the avi could also be standing inside the origin facing this way and it would still cause problems)
  8. I have discovered what the problem was, and indeed it is a bug. Apparently if the pelvis is animated while the avatar is facing in the +Y direction in blender (back towards the default front facing view) then this problem will happen once you import the animation into SL, however - If you animate the avatar in the -Y direction (Avatar facing towards default front facing view) then there is no jerky or jolting movement to the entire avatar. Sigh of relief! but I'm still a bit bothered why this is happening. I believe that maybe if your avatar is facing opposite of your Origin marker then somehow it's fighting eachoher - i'll test different variations of this near future. If any future people come across this issue while they have already spent a lot of time working on a animation, select everything and all key-frames except "possibly" the origin and rotate the entire avatar/objects in the opposite direction, then export and upload that way. I can safely say this has partially resolved my problem, but if anyone else needs to post anything to make things more clearer why this is happening, then please do. Thanks - - Kylie Remsen @ Silent Motion
  9. Hi Optimo, I was hoping you were going to respond, so thank you! I really appreciate it. I tried this in avastar 1.0 and the latest version - It happens on both. The demonstration above was from avastar 1.0 pre bento, and i added key frames as i usually do on the default rig bones. I didn't seem to add any key frames for any other special bones. Update: tried fiddling with tarketless IK on some bones (to be honest, I ain't got a clue on what i'm doing with that) and tried a few different positions - still problematic.
  10. Hello, I've been having problems more recently with pelvis rotations within blender & using avastar. I have made roughly over 500 animations in the past using the same program/plugin versions and I have never seen this happen before. What happens is when the pelvis is rotated with curves; the entire body of the avatar jolts once it is in SL, otherwise it looks perfectly fine in Blender. Here is what it looks like in Blender: https://gyazo.com/e745e52fc1abfad26dcec32c47c71001 and here is what it looks like once it is imported into SL: https://gyazo.com/c056342957fff3b2122b3441ab103532 As you can see, there is a major problem here, and I'm thinking maybe it's a problem with SL itself. I always export and upload in .anim format. The animation is running at 30fps (iv'e tried slower) and iv'e also tried exporting it with other settings, like; use translations.Also I had the avatar enabled with IK's set to 1.0. I even tried moving the avatar in certain positions from the origin, with still no luck. Has anyone at all got any idea why this is happening? I'm surprised no one else has reported this that I have not seen. Any input is deeply appreciated. This issue is basically showstopping my work. Versions used and tested: Avastar 1.0/Blender 2.69 and Avastar 2.5.1/Blender 2.79 Viewers tested on: Firestorm 6.0.2.56680, Second Life Viewer 6.2.3.527758 - Kylie Remsen @ Silent Motion
  11. Maitreya's hands when "stopped" animate every 3 seconds or so at priority 1(this is to reset the hands to relaxed pose after you use a custom hand anim), and when they're being cycled via the maitreya hud, they cycle at priority 5. It's best to stop the animations if you plan on using other hand gestures.
  12. Depends on what program you're working with. If it's blender, just add LocRot key frames for the COG, and animate it moving around. Translation can be a little confusing, if say you wanted to move a particular chained bone (2 bones connected to each other) like the tongue say, then you would have to unlock that bones translations first before you can actually move it. but for the COG this doesn't need to be unlocked since it controls the entire body. Remember never to move the "origin" (green circle with directional arrows) think of this as the ground in SL, so you can move your avatar in place and have it sitting on this green ring, and once it's in SL, it should look like it's in the correct position on the ground. Pro tip: stay with .anim format, it is SL's internal animation system format, and runs and behaves a lot better than .bvh
  13. I think it just depends on how many FPS your animation is running at. The more fps, the better and more detailed the curves will be. For me, personally - I always use 30fps, and if you make one marker on frame 1 & renamed "fix" without quotes, and then copy and paste those fix markers to every single frame (even if that frame number doesn't include a keyframe), you should see a lot of improvement in that animation once in SL.
  14. Gotcha, so I would essentially have to mark each frame with fix, thankies.. I'll experiment with that. Update: Thanks very much OptimoMaximo, this worked very nicely! Perfect for low keyframe anims, but does bump up the file size quite a lot.
  15. If I set a marker at frame 1 with "fix" and another at the end of the time line, will it fix what's on the entire timeline between each one?
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