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Showing posts with label Starting Animating. Show all posts
Showing posts with label Starting Animating. Show all posts

Wednesday, December 7, 2011

This Just In!!!

A poster on the SL forums asked about deleting frames from an animation. It had been my experience up to now that it simply could not be done. The poster said she had been able to do it on an older version of QA- so I dl'ed a few of the older ones and could not find anything....

Until- another poster had gave the exact file to DL- it was the 2008 Windows version- still available on  Qavimator, now scroll way down and you will find it. I tested it- it works! Oh the number of hours a simple delete feature saves!!!



   
 Go Forth And Animate!!

Thursday, November 10, 2011

Assorted Notes - Ease In & Out


Today’s post will be a mishmash of things I have gleaned from reading other much more knowledgeable folks and so I cannot take credit for the following bon mots but I will share them with you. They are paraphrased because I have collected them over time in my head and cannot recall from whom I heard them.
 If you want to have a natural looking walk, remember that Abdomen and Hip must move in opposite directions, arms and legs also move in different directions and should have a slight swing. As I have said before, do the move you want to create a few times for yourself so you can see how your body moves naturally.

Regarding Ease In and Ease Out –

First let me quote the SL Wiki directly:
“Ease In(sec) & Ease Out(sec): This setting allows you to set the amount of time for your avatar to realistically ease (or morph or tween) into an animation from it's current pose, or out from the end of the animation into the next. A setting of 0.000 will cause your avatar to snap instantly into the new pose, instead of smoothly transitioning there. This setting is measured in seconds.”
What this translates to is the smooth and flowing change from one position to the next. Sometimes you want to use and other times no. For example our little Jumping Jack – Ease in and out there would have made it seem as if she was flowing from the ground into the air and back down again, negating the effects of gravity – unrealistic! In other instances, perhaps a dance? The use of Ease in and Out are required- play with the feature and see what works best for you.  You can choose where to use this feature by ticking the appropriate box, or if you know ahead of time you need it mostly or through out your animation, choose Tools, Configure QAvimator from the drop down menu  and tick the Ease boxes. Now QA applies it continuously. If at any point in your animation it is not needed, you can untick the box at the particular spot in the animation.

Saturday, October 1, 2011

A Little Primer

So- as I said there are countless tuts out there so I am not going to reinvent the wheel- but in case you wandered on in here and would prefer a good starting point....

Let's start with opening QA -

There is your little mannequin all set and ready to go - no pics at this point since you can see it for yourself and I am a tad lazy!

You will note the arms are straight out in the now infamous T-Pose. That first frame is needed by SecondLife and other virtual worlds as a place marker. From that frame comparisons are made to the following changes we shall make to the figure.

Firstly, I want to give u a wee bit of advice. Create a basic starting point to save you the effort later.

On your little mannequin friend move every single body part one degree in any direction that you like. Click on a body part, choose a coordinate (x, y, z) from the sliders to the right of the stage and change one to "1". This prevents the built in anims from over-ridding your careful work and messing up your anim. This will be the first thing you open from now on when creating an animation. Locking your joints makes you work go how YOU planned it to go. Save this with a sensible name such as Basic.


YOUR FIRST POSE!!

Let's try something simple - on frame two, lower the arms to the side by clicking on the left shoulder. Now see the sliders to the right? Use the Z coordinate, the blue one, and move the slider left and right watching the direction of the arm as it moves.

Oh! Notice the Menu Bar across the top. See where it says Options? thee are several choices- feel free to play with them and see what they do, but for now I want you click Joint Limits so the check is OFF. Now go back to the slider and move it all over. See what bone breaking things the poor mannequin is subjected to?

This will be important later. For now, let's not get too fancy. Click it back on and lets make a little pose.

So - I have our victim's left shoulder at minus 50 on the Z axis- that sets the left arm pretty much down. Let's do the same with the right shoulder on the z axis. Note on the right side, the setting is POSITIVE - not MINUS 50 but just 50. The Y and Z axis mirror each other, the X is the same.

I am now going to shift the right shoulder to X 30 and Y -17
(OK I give in- pictures)


Here we also have the right fore arm at Y 68, the right hand is still at X 1 from my basic pose and Z is set to 2. Let's make the legs less wooden.

Still on Frame 2, click on the Rright Thigh and move it to Z minus 5. Click on Right Shin to X 14, Right Foot is moved to X 19.

I moved the Left Thigh to X 2, Y minus 6. the Left shin is left at X 1 and the Left Foot as well.

Now - copy that frame by clicking Edit Copy from the Menu bar and then click on the last frame and Edit Paste.

You are all done!! You now have completed your first pose - a casual stand.

Let's save it - it could be a jumping off point for later on. File Save As (I recommend having a directory or sud folder or what ever other differentiation to identify your animations or type of animations but that is your choice. Name your anim and enter. The file is automatically saved as a .avm file. Now you need to Export For SecondLife. That creates your .bvh file and the file you will need to import.

Let's import the file. Now frankly, while SecondLife is the best known of the virtual worlds at the moment, there are several out there and I myself make my home on InWorldz.

the advantage to going to an OS world is there are no upload fees but feel free to use the beta grid in SL if it pleases you.

How to UpLoad

In the world, click File, Upload, Animation. Here you want to make sure you click the Loop box. You want your animation to loop in on the second frame - so change the first box to 2 where it says Loop In. The priorities control what can play over what. It depends on the purpose of your pose or animation on what Priority you should choose, but for a free standing pose ball I personally prefer Priority 4 so people do not have to turn off their Animation Overriders (AO's) so that the pose works. Leave the 100 alone. That is all there is to a simple animation upload. You could test it if you wish and see it running in the upload window or just upload and test it in world.



Tada!!! In world pose result. Next time - let's get a little ACTION going!!!