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Satu Moreau

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Posts posted by Satu Moreau

  1. Well, new problem with MyAnimate that I don't know how to solve. It refuses to export because there's no hip joint. I only have from ears to pelvis on it because it's just the ears I'm rigging and animating. Is it going to require the whole skeleton in order to make an animation?

  2. 6 hours ago, OptimoMaximo said:

    Signatures need to be activated for display in your forum profile setting... on MP, look for MyAniMATE_Maya_System and it should come up promptly =)

    All I can find regarding signatures is to set my own. Thanks for the heads up on MyAniMATE though. Hopefully it will work out, once I can afford it.

  3. 2 hours ago, OptimoMaximo said:

    If you're exporting BVH files with translation enabled script (should be the 1.6 if i remember correctly), that's the assumed behavior. Your animation should include ONLY rotation when joint positions are defined within the mesh itself. The bvh exporter writes down the position of the joints regardless of keyframing, and not finding any, defaults to the default location, the effect you're seeing.

    Check my forum signature for a animation export solution for Maya :) 

    Thanks so much for the insight. Though I can't find your forum signature either here or on your profile page?

  4. 4 minutes ago, Fionalein said:

    Can it be a transposition vs. rotation animation problem? Try doing your own animation with Qavimator beta (now bento, can only do rotations) if the ears stay in place on a betagrid upload of a new animation your previous animation contained transpositions(which you should avoid at all costs for relocated joints).

    I only use rotation for animation, long known that one. And it's both on Beta and regular grid that it does this. Where do I find Qavimator? Seems like it wouldn't be any better than Maya. It animates properly, the movements are just what I made, but it crunches the skeleton for some undiscernible reason.

  5. I'm using Maya to rig and animate some mesh bare cat ears. I rig them and the offset joints are kept when I upload it. But as soon as I play an animation made for it, it reverts the joints to normal orientation. I can't figure what's wrong. I found one, I have to rig with Z being the up axis, but animate with Y being the up axis. But everything I try the animation still crunches them back to normal joint orientation and voids the offset joints. SL treats the animation as a deformation as well and undeform avatar returns them to the offset joints. I've been animating using the same offset joint rigging, but I tried it with the normal joint orientation and still get the same result. I've looked for help in Maya groups in SL, but no one seems to have experience with animating AND offset joints. I've been at this for days and it's driving me crazy.

    Snapshot_7133.png

    Snapshot_7134.png

  6. One more thing if you happen to know it, why is it in the Maya skeleton the spine is all folded up? Having trouble figuring out the proper orientation for it so that including the joint positions for a tail to be affected by the body type sliders won't wind up mucking up how stretched the avatar's middle is.

  7. I tried the same texture, normals and specular maps on a cube, set to planar the same as I did on my mesh wall, stretched it, offset it some and all three stay aligned. But they refuse to stay aligned on the mesh wall. When I select a different face, the one I was just working on jumps it's normals and specular maps to their previous horizontal offset and refuses to stay at the new one aligned with the texture map.

    Not used to this page, not sure why you can't reply to further clarify. I do have them set as separate texture surfaces, but I'm talking about on the same surface, the normals and specular maps refuse to stay aligned with the texture map. I can set them up, line them up, but as soon as I deselect that surface, it snaps back to misaligned instead of staying lined up.

  8. I am at my wits end here, tearing my hair out and about to cry.

    I have a properly rigged mesh created in Maya and exported as dae properly, I go to upload, it shows it just fine, but under the option for avatar models, the options are all greyed out. PLEASE HELP.

    What the heck am I doing wrong? I've followed tutorial after tutorial down to the letter and have the same process and yet their's works and mine won't allow for rigged mesh? What is going on?!

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