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Eric Bloodrose

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  1. If you change the fps you should scale all the keyframes accordingly and change the overall number of frames of the animation. It just requires a little bit of math, not a big issue
  2. If you have the original bvh file i dont see the difficulty, you can easily import it in blender, or the animation software you are using, and rotate it. On the other hand, if you acquired the pose in world, and you don't have the original file, I'm sorry but you cannot modify it. But, considering that you need a simple rotation, just put the pose in a poseball and adjust the sitter rotation, problem solved.
  3. Have you tried muting the position channel for the bones that are not subject to the physics simulation?
  4. If you are using Avastar to export the animation, make sure you have the "With Bone Translation" option disabled, that could cause deformation problems.
  5. Hi, I can suggest you to get Avastar for Blender, it is a quite useful plugin that will allow you to create poses and animations, you'll find it here: https://www.avalab.org/avastar/
  6. Greetings everyone, there's something that is really bothering me for some time now. I have an Avastar female rig in blender that is really driving me crazy. When I check the animation in Blender, everything looks fine, as i upload it in world something odd starts happening. The feet and the hands, that are configured as IK bones and are supposed to stay still during the entire animation, start following the rotation of the Tinker bone. Is this caused by any export option I might have mistakenly activated?
  7. I think I managed to find a workaround. Suspecting that the problem was related to some sort of synchronization between the cuffs being rezzed and the lockguard messages being maybe too early, I started fiddling with the [AV]LockGuard script. Adding the following line managed to solve the problem: // link new links llSleep(5); I'm still testing, but so far it seems working.
  8. That was an interesting observation, I didnt think of trying it. So, I've removed the props from the avpos notecard, manually put on the cuffs and sat on the object, they work fine. Trust me, I'm not an expert scripter anymore, but that kind of behavior puzzled me as well.
  9. Hello guys, I might need a little help trying to understand how to solve a weird issue I'm having creating a piece of furniture. Here's the setup: - A mesh obelisk scripted with AVsitter and lockguard (two lockguard scripts, one for each sitter). - The root prim contains two lockguard cuffs containing the following scripts: [AV]object and LockGuard V3.0.1 - The cuffs are mesh, but they also have a transparent linked prim that acts as the link to the obelisk, the prim name is lockguard and in the item description it has the following: id=leftwrist,wrists,allfour - The obelisk has two tiny prims named ring1 and ring2 Item behavior: - When the first avatar sits on the obelisk, he automatically receives the cuffs and they get attached to the wrists - Two sets of particle chains are generated, they link the left cuff to the ring1 object and the right cuff to the ring2 object So far so good, but... - As soon as the first avatar changes pose or, he unsits from the obelisk, the particle system becomes completely non operational. - Resetting the scripts doesn't solve the problem - The only way to restore the particle chain is to alter in any way the [AV]LockGuard script (eg. change the sitter from 0 to ,1 save and then back from 1 to 0, save again) So, that's the situation, I've been trying to find out what's wrong for a couple of days but so far I didn't come to any solution, any help would be much appreciated. Regards Eric
  10. Ok, for the record, I'm an idiot. I'm posting here the solution in case it happens to someone else in the future. While uploading I had set the first frame as 1, setting it to 0 fixed the problem.
  11. Hi Wulfie, thanks for your reply. I think that it could be a problem, since I'm using Avsitter, the only way I could do that is to create an animation sequence, am I right?
  12. Hello everyone, I'm having a little problem understanding what I'm doing wrong, here's the facts: - I create two animations for a couple, using Avastar, about 350 frames, export them as BVH - I import the animations in SL, check the loop option, upload them with priority 1 (also tried with 2 and 3) - Add both animations to a piece of furniture scripted with avsitter Now, when the two avatars select the corresponding animation it all works fine, the problem arises when they stand up from the furniture. The avatars keep playing the animation until the end of the loop, or until one of them turn on their AO. I thought it had something to do with priorities, so I tried uploading the animations with different priority levels, but even at 1 I keep having this annoying problem. Does anyone have any idea what I'm doing wrong? Thanks for any help you might provide Eric
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