Resetting the Origin of an Armature in Blender

…male_walk animation looks like the image below. BVHacker with default walk animation – unchanged If the animation is used as is, we run into problems using the animation in Blender with our clothing models. As we switch between EDIT, OBJECT, and POSE the imported armature keeps moving making it difficult to work with. I show it moving around in the opening image. The 40.98-Y is meters and is the distance from the hip to the armature’s origin. The… Continue reading

Blender-AvaStar Animation IK/FK Tip

…rom and avoid having to do a setup every time we want to do a FK/IK switch animation… or any animation for that matter. It is easier to have a starting point. We need to setup a Keying Set or sets. You’ll have to figure out what works best for your work flow. Keying Set Start with a new Blender file. Add a new AvaStar character. Go up in the top menu and select the Animation screen layout, which is Optional. You can use any layout you like. I thin… Continue reading

nPose Sit Pose/Animation Tool – Tutorial

…e. The basic work flow here is to make all the cards you need to play your animations. Add the animations and cards to the furniture. Then add the system buttons (12 buttons in Utilities set) and nPose objects to the item. This includes the Adjuster and Admin HUD. Once you think you have the furniture set up add the core scripts. At this point if you sit on the furniture you’ll sit at the root prims 0,0,0 location. You’ll need to sit using each po… Continue reading

Second Life: New Animation Overrider

…es that NITRO does not recognize. Notice in the second column of the ‘YOUR ANIMATIONS’ section red animations are labeled UNKNOWN. I can select what type of animation the item is. Fortunately most are named such that you can tell. If you have UNKNOWN items in your list, you’ll find the gotcha. The AO won’t know what they are and may use them in odd places. Your trying to select STANDS and the AO is giving you dances in your stand selection list. N… Continue reading

Second Life: New Things

…s going to become much more important. You may not know, but there is a 5m animation distance limit… Animations cannot move the avatar or parts of the avatar more than 5m from the position of the avatar ‘center’ (CoG/CG). Pathfinding would move the avatar center. A question that quickly comes up is whether we can attach animated NARM objects to the avatar? We could theoretically have an avatar with 39 skeletons… 38 attachment skeletons plus the ba… Continue reading

#SL The Great AO Debate

…stand quite a bit about building to set up the note card driven AO’s. Many animation makers setup AO’s with their animations installed and configured. But, if you don’t like that setup, you have to learn a lot to change it. It is a pain. I have no doubt this setup and learning curve is a turn off to many new users and has some impact on player retention. Non-technical people likely see the task as overwhelming. I believe the Lindens recognize this… Continue reading

#SL Animation Changes

…ures and animation concepts. Plus, if I understand correctly, the Avastar tools simplify some of the tasks in Blender. It is not absolutely necessary to use Avastar to make your animations. Blender has a manual that explains how Blender works for making animation. See Manual: Blender Animation. (ver 2.6) Summary The change to the SL Viewer is working its way through QA. I’m not sure if SLV 3.3.0 has the ability to upload ANIM files. Eventually it… Continue reading

CG Cookie New Blender Animation Training

…different priorities for each joint/bone. This can allow better mixing of animations. Animation control of eyes, something we cannot do with BVH. Stretchy Bones – Each frame can control the length of a bone. Animation of attachments – actually just control of the attachment points, but that controls the attachments. Client side scaling – I don’t really understand this one. I think it is tied in with the appearance sliders. Or it may allow the ani… Continue reading