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PostPosted: Fri Jun 17, 2011 7:47 am 

Joined: Wed Jun 15, 2011 6:05 am
Posts: 9
SassyR wrote:
Is me secondlife:///app/agent/05e01564-c7c1-4b18-8458-8333f12ef79e/about but it won't be here for long so click it if you want it


Tried to IM you but got

Uh oh, something ran away.
404
Page Not Found

Thanks for your help anyway.


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PostPosted: Fri Jun 17, 2011 7:56 am 
iPi Soft

Joined: Tue Mar 31, 2009 9:13 pm
Posts: 804
Please be informed that later I will move this thread to "Import/Export" section of forum.

colindawe wrote:
Unfortunately, I'm back to the same problem in that the skeleton on frame 1 is in a T pose then just flies off the screen for subsequent frames despite it 'appearing' that actor and model are synchronised in studio.


Can you please provide additional info about this problem. What do you see if you import the problematic BVH back into iPiStudio? (via "File->Import Animation" menu item)

Can you send me the problematic BVH file?


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PostPosted: Fri Jun 17, 2011 7:57 am 

Joined: Fri Jun 17, 2011 5:43 am
Posts: 8
"Sassy Romano"


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PostPosted: Fri Jun 17, 2011 8:01 am 

Joined: Wed Jun 15, 2011 6:05 am
Posts: 9
Michael Nikonov wrote:
Please be informed that later I will move this thread to "Import/Export" section of forum.

colindawe wrote:
Unfortunately, I'm back to the same problem in that the skeleton on frame 1 is in a T pose then just flies off the screen for subsequent frames despite it 'appearing' that actor and model are synchronised in studio.


Can you please provide additional info about this problem. What do you see if you import the problematic BVH back into iPiStudio? (via "File->Import Animation" menu item)

Can you send me the problematic BVH file?


Importing I get the error 'External component has thrown an exception'

Email sent to the address on your website


Last edited by colindawe on Fri Jun 17, 2011 8:40 am, edited 1 time in total.

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PostPosted: Fri Jun 17, 2011 8:03 am 

Joined: Wed Jun 15, 2011 6:05 am
Posts: 9
SassyR wrote:
"Sassy Romano"

Bristol Gloom

404 trying to IM you!


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PostPosted: Sat Jun 18, 2011 5:03 am 
iPi Soft

Joined: Tue Mar 31, 2009 9:13 pm
Posts: 804
I received your email with animation files. The animation indeed looks very strange. Can you please send me the corresponding project file (the ".MoCapTrial" file) so that we could do some debugging.


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PostPosted: Tue Jun 21, 2011 2:28 pm 
iPi Soft

Joined: Tue Mar 31, 2009 9:13 pm
Posts: 804
colindawe wrote:
Unfortunately, I'm back to the same problem in that the skeleton on frame 1 is in a T pose then just flies off the screen for subsequent frames despite it 'appearing' that actor and model are synchronised in studio.


We analyzed your project file. The problem is not related to export/import.

The problem is that the original animation in your project file is
completely trashed.

Please capture a reasonable animation and we'll help you to get it
into Second Life.

Please refer to our Wiki for a guide on how to capture animation with Kinect:

http://www.ipisoft.com/en/wiki/index.ph ... ect_Sensor


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PostPosted: Fri Jun 24, 2011 6:04 am 

Joined: Wed Jun 15, 2011 6:05 am
Posts: 9
Michael Nikonov wrote:
colindawe wrote:
Unfortunately, I'm back to the same problem in that the skeleton on frame 1 is in a T pose then just flies off the screen for subsequent frames despite it 'appearing' that actor and model are synchronised in studio.


We analyzed your project file. The problem is not related to export/import.

The problem is that the original animation in your project file is
completely trashed.

Please capture a reasonable animation and we'll help you to get it
into Second Life.

Please refer to our Wiki for a guide on how to capture animation with Kinect:

http://www.ipisoft.com/en/wiki/index.ph ... ect_Sensor

Capturing a 'reasonable' animation in Recorder is proving a problem.
My 'character' (and the wall behind) is leaning forward about 30 degress - how do I fix this?


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PostPosted: Mon Mar 12, 2012 2:10 am 

Joined: Mon Mar 12, 2012 2:07 am
Posts: 1
I, too, am trying to get a Second Life skeleton rig. The URL in this thread is no longer valid (404). Help please?


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PostPosted: Wed Mar 14, 2012 7:34 am 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
I will make a tutorial now of how to make a skeleton Second life compatible.

ITs very Easy.

First download BVHacker and Ill show you how to do it there.
http://www.bvhacker.com

Once you have this skeleton you can just retarget. which is easier.

Heres HOW!

http://www.youtube.com/watch?v=FX0hOenrNlk

Cheers


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