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Azel Snowpaw

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  1. Thanks for the reply again. It works just as you said.
  2. I read somewhere that you could combine a morph with an animation. It was hand or face morph. Can anyone point me to a forum post or article on the subject of how to do it?
  3. Thank yoiu Medhue Simoni I guess you are talking about optimzing with QAvimator? As for locking down joints, yes, I change all of them at least 1 degree.
  4. Devin I see that you make animations also. Perhaps you can answer a question. If I give some of my animations to friends, (It's just a hobby at the moment.), how can I make them NO COPY or NO TRANSFERE? If I get enough of them I may want to open shop someday and I hate to give away my work to friends only to have it copied or given away. Perhaps you know of a forum post that covers the subject of making animations/cloths/etc. NO COPY or NO TRANSFERE. Just to protect my work while sharing with SL friends.
  5. Hello Aprilmae Devin Yes, I have been using 15 fps. I guess I could go lower, but how low should I go? And what is the lowest one should go?
  6. I fixed my flinching problem by adding a second spline break right after the flinch movement and making sure it matched the keyframe before it. One problem solved only 100 to go. I still need some way to stop limbs from drifting besides adding more degrees of rotation to limbs. In my animtions I want only a few degrees of movement cycled over 10 tens each. That would be 3 cycles in a 30 second animation, of 2 or 3 degrees for the limb. When I have to add more than 2 or 3 degees to the limb it destroys the illusion. I'm putting spline breaks at the beginning and end of each 10 second cycle, but it does not seem to help. I usually need to add more degrees of limb movement. Any idea on how to avoid adding more degrees of movement to limb?
  7. I tired to move both Hip and Abdomen at the same time to create a swaying motion, but the abdomen always fails to move or moves only once and then starts drifting. I kept adding degrees of rotation and finally it worked with about 10 degrees difference, when I would have prefered about 3 degrees of movement between hip and abdomen. I am using frame 1 T pose and starting animation on frame 2. I have tired spline breaks. Nothing seems to work. Why can't I get abdomen and hip to move opposite of each other with a 3 degree setting? Why does it take 10 degrees?
  8. I’ve been using Poser to make some 30 second animations for my own use. I’ve done a lot of reading about how BVH files are optimized in uploading to SL, and how to prepare them. Even so, I have had some limb drift in some of my animations so I’ve had to break splines more than once to stop it from happening. My problem is the animations move just a small amount (flinch) when playing from one broken spine to the next broken spline when playing in SL. It’s not much of a move. You have to be looking up close to see it, but the limb does flinch because of these spline breaks I have to make to prevent limbs drifting. I’ve done the usual such as: setting up frame 1 at SL default T settings, starting my animation on frame 2, moving all joints at least 1 degree, lowering frame rate to 15 frames per second. But, limbs still drift and I have to use spline breaks to stop it. Any suggestions on how to stop limb drift without spline breaks? Or if not, is there a way to smooth out the playback flinching caused by the spline breaks? I see the buttons listed below next to the Spline Break Button: Spline Section Linear Section Constant Section I don’t know what they do. Should I be using one of them instead of Spline Break?
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