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 Raglan Shire ForumsRaglan ShireThe VaultAnimations/PosesTopic: Twitching Animations
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Coraxus
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« on: December 16, 2009, 09:17:25 PM »

I've been dumping L$ in beta grid in trying to rid the twitches in the animations I've been making but to no avail. So far the symptoms tends to be that I step over an invisible bump if I begin to move or stop, or any combo. Then at rare times, I tend to walk on invisible stilts. I've been tweaking the pre-settings of the animations before uploading them such as ease-ins and outs, timing transitions and even priorities. So far they've had some different and often funky effects. So does anyone know what causes the twitches at the ends and the starts of the animations?
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Catten Carter
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« Reply #1 on: December 16, 2009, 11:55:38 PM »

Lead in/out can have an influence, but in my experience it's often caused by the first frame being wrong - the one that should be a human t-stand.

Also if an animation is very long, it can take time to load on a slow sim. that can easily cause the stylt effect Smiley
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Coraxus
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« Reply #2 on: December 17, 2009, 05:34:06 PM »

Hmm, I had been tinkering with the lead in/out settings, but I assumed that if I had put zero in both fields that it would reduce the twitchings. If there was a .bvh tiny walking samples I could get my hands on, which I could upload and it wouldn't twitch, then I could improve my walking animations. So far, only the standing poses are available for download. I would love to have known what settings were used on the zig-walk and zig-stand animations cause they barely twitch at all.
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Catten Carter
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« Reply #3 on: December 18, 2009, 02:08:25 AM »

I don't have any walks I'm afraid, but I do have the quad ski's which uses an ao, and I have another folded av I created which shouldn't twitch either. I can send you those as well, but neither are tiny and you can't read the lead in/out from those.

I seem to remember the quad ski's would twitch before I did something, but I can't remember what lol.
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Coraxus
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« Reply #4 on: December 18, 2009, 07:02:11 AM »

Well, I think having a tiny walking bvh file to study it would be more helpful because with biggie walks, you couldn't tell if they twitched or not so that issue wouldn't be visible.
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Catten Carter
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« Reply #5 on: December 18, 2009, 07:50:50 AM »

You can email me at dsl411842 [at] vip.cybercity.dk and I'll send you the quad ferret ski animations. They  are folded and you can try them in your ao and see if they still twitch. They don't in the ao I use and with the lead in / out I used. If they still do, I can try and recreate the anims in sl and figure out the correct lead in/out
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Coraxus
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« Reply #6 on: December 18, 2009, 07:54:54 AM »

Thanks for the help, I've sent you an email.
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Coraxus
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« Reply #7 on: February 01, 2010, 10:44:03 AM »

Looks like I got some good news. Apparently I was randomly window shopping around with WhiteRose Fullstop and just by our greatest stroke of luck, we happened to encounter the great Zig! :O For those who don't know Zig March, he or she is the one that created the Zig tiny animations some of you might be familiar with.

Apparently Zig told us that a priority 3 setting on any tiny animation prior to uploading will still have some remnant partial humanoid animations rear their ugly head, hence all the funky twitches I've been experiencing this whole time. That's why for all body-crushed animations, priority 4 settings for all basic animations must be used in this case, like for tinies and quads for example.

Now there's a SecondLife wiki that charts what priority settings to use when creating custom animations, but I concluded that these settings only apply to humanoid animations and not body-crushed ones, so unless you're making body-crushed animations (which you'll have to use 4 on all of them), you'll have to use lower priority settings.
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Azelle Mavendorf
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« Reply #8 on: February 01, 2010, 04:08:28 PM »

Not sure if you have your animations an AO or are just trying them straight from "play animations," but I discovered with my one AO building experience that you have to be careful the order in which you stop and start things to avoid twitching during transitions between them, for instance transitions from walk to stand. I can't be more specific than that without looking at the code, but I do remember having to fiddle a lot to get twitches down to a minimum. If anyone builds an AO and wants me to look into how I ended up ordering start/stops I'll be happy to do so. Smiley
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Etheria Parrott
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« Reply #9 on: June 22, 2010, 05:48:30 AM »

I was up til 3am trying to track down the cause of these twitches. My anims looked smooth in Qav so I knew they were fine. Anyway, I discovered there's a bug in upload that causes frame 1 (the human tpose) to play 3 times. There is a jira on it (SL VWR-3783) which has been going on forever but I feel this bug has recently reared its ugly head again. The solution is to download bvhacker which has a fix for the "loop bug." Load in your bvh, press D to remove the first frame just in case bvhacker prefers its own, press S to insert a new first frame (human tpose), then press L to fix the bug. The programme then gives you a number which you should type in to the Loop in (%) in the upload. It worked for me and I was able to sleep. Phew! Why the hell there's no Lindens giving this any importance I don't know. Please help by voting on the jira https://jira.secondlife.com/browse/VWR-3783.
Love, Eth
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Catten Carter
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« Reply #10 on: June 22, 2010, 06:40:46 AM »

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Zayn Till
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« Reply #11 on: June 22, 2010, 08:46:02 AM »

Why the hell there's no Lindens giving this any importance I don't know. Please help by voting on the jira https://jira.secondlife.com/browse/VWR-3783.
Love, Eth

CUz they Don't care about fixing things anymore! They're the new Lindens! All hail the new flesh!
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Caleb Kit
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« Reply #12 on: June 22, 2010, 12:25:10 PM »

Caleb Kit places the "I Voted" sticker on his shirt.   Grin

bye  Grin
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