Hello, thanks for taking a sec to troubleshoot with me.
I am trying to build ensembles for an animated pose spot, but I seem to be running into a flash frame error between the ensembles. It almost feels like the avis try to reset briefly between playing them because their heads turn in odd directions even with disable gaze is turned on. I'm fairly certain the poses flow together because the exported files themselves are broken up from one long animated file.
Here's what I'm trying to do...
Import
anim-action_a_back.fbx
anim-action_a_cheek.fbx
anim-action_b_back.fbx
anim-action_a_cheek.fbx
Couples_Furn_Base.fbx
Create an action called stance.avi_a and add two ensembles.
1st ensemble uses anim-action_a_back.fbx in skeletal animation and morph animation.
Only changes made to the prompt are:
Loop Duration: 89-514 with 3 loops (also applied in the morph animation section)
Disable Gaze ON
2nd ensemble uses anim-action_a_cheek.fbx in skeletal animation and morph animation.
Loop Duration: 197-323 with 3 loops (also applied in the morph animation section)
Disable Gaze ON
I repeated the process for a stance.avi_b action using the "B" versions of these FBXs.
When I create these items and use a loop of 1, the actions flow seamlessly into eachother. However if I increase the loops to make the back or cheek movements longer, suddenly the transition between them is very noticeable from a flash frame of random movement. The flash frame does appear to be the same, but I feel at a loss as to why it's happening.
I did try changing the composition from average to replace but it doesn't make a difference. My understanding is that the composition just effects the transitions between ensembles? No amount of blending seems to remedy...
Could you take a look and let me know if you're running into the same issue? Genuinely unsure if it's a me problem or a bug? Thank you kindly!
Eh -.- In following up on my last comment - I just don't get it! It's clearly the head I'm using that's the issue, cause I can get it to work on other older IMVU heads... But I have purchased accessory and head items that overlay the head I'm using and they work fine? So does face animation attached to furniture nulls...
Haha I had found an IMVU call video with you specifically in it too, Drosselmeyer, just no luck figuring out a workaround.
0 Votes
S
S0rtedposted
25 days ago
Thanks! In the meantime do you have any suggestions for documentation on how to make triggerable face morph animations? I am struggling to figure out how to get any 'head' attachment to animate along with it.
0 Votes
Drosselmeyerposted
about 1 month ago
Admin
Hi S0rted, This is great. This is just the type of animation issues I am looking into. Let me have a look and see what I can find. It might take a bit for me to get back to you as I might need to take this to an engineer to look at what happens frame by frame. Thanks!
Hello, thanks for taking a sec to troubleshoot with me.
I am trying to build ensembles for an animated pose spot, but I seem to be running into a flash frame error between the ensembles. It almost feels like the avis try to reset briefly between playing them because their heads turn in odd directions even with disable gaze is turned on. I'm fairly certain the poses flow together because the exported files themselves are broken up from one long animated file.
Here's what I'm trying to do...
Import
anim-action_a_back.fbx
anim-action_a_cheek.fbx
anim-action_b_back.fbx
anim-action_a_cheek.fbx
Couples_Furn_Base.fbx
Create an action called stance.avi_a and add two ensembles.
1st ensemble uses anim-action_a_back.fbx in skeletal animation and morph animation.
Only changes made to the prompt are:
Loop Duration: 89-514 with 3 loops (also applied in the morph animation section)
Disable Gaze ON
2nd ensemble uses anim-action_a_cheek.fbx in skeletal animation and morph animation.
Loop Duration: 197-323 with 3 loops (also applied in the morph animation section)
Disable Gaze ON
I repeated the process for a stance.avi_b action using the "B" versions of these FBXs.
When I create these items and use a loop of 1, the actions flow seamlessly into eachother. However if I increase the loops to make the back or cheek movements longer, suddenly the transition between them is very noticeable from a flash frame of random movement. The flash frame does appear to be the same, but I feel at a loss as to why it's happening.
I did try changing the composition from average to replace but it doesn't make a difference. My understanding is that the composition just effects the transitions between ensembles? No amount of blending seems to remedy...
Could you take a look and let me know if you're running into the same issue? Genuinely unsure if it's a me problem or a bug? Thank you kindly!
Attachments (5)
AnimationAct....fbx
3.61 MB
AnimationAct....fbx
3.74 MB
AnimationAct....fbx
2.66 MB
AnimationAct....fbx
2.67 MB
CouplesFurnBase.fbx
25.5 KB
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3 Comments
S0rted posted 24 days ago
Eh -.- In following up on my last comment - I just don't get it! It's clearly the head I'm using that's the issue, cause I can get it to work on other older IMVU heads... But I have purchased accessory and head items that overlay the head I'm using and they work fine? So does face animation attached to furniture nulls...
Haha I had found an IMVU call video with you specifically in it too, Drosselmeyer, just no luck figuring out a workaround.
0 Votes
S0rted posted 25 days ago
Thanks! In the meantime do you have any suggestions for documentation on how to make triggerable face morph animations? I am struggling to figure out how to get any 'head' attachment to animate along with it.
0 Votes
Drosselmeyer posted about 1 month ago Admin
Hi S0rted, This is great. This is just the type of animation issues I am looking into. Let me have a look and see what I can find. It might take a bit for me to get back to you as I might need to take this to an engineer to look at what happens frame by frame. Thanks!
0 Votes
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