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Sequences in 3.3 (Community)
Sequences in 3.3 // Communityglitter bugJun 2, 2002, 2:06pm
It is certainly not system dependant ... its something to do with how the
sequences were made ... that much is VERY clear. I'm still trying to identify which sequences were made in which software that still work. So far seqs made in lifeforms, accutrans, and TS4 no longer have vertical translation. Some of the much older AW seqs still seem to work but no one seems to be able to tell me what they were made in. Opinion about how good something looks is mere opinion. It doesn't necessarily indicate something is working as it was designed to work. Glitter [View Quote] glitter bugJun 2, 2002, 2:12pm
An amusing thing I found today was someone who swore blind that after
updating to 3.3 everything looked exactly the same. I spent a great deal of time trying to understand how he was getting everything as it was before the upgrade. He kept saying it was my system (and everyone elses that was wrong ..... 9 in 10). After about 20 minutes he discovered the upgrade had not worked and he was still in 3.2. This is beyond my comprehension but nonetheless occured .... it at least gave me a smile for the day. Glitter [View Quote] glitter bugJun 2, 2002, 2:25pm
Of the six world owners I've spoken to in the last hour, ALL of them have
said that ALL of their visitors have trouble with the majority of seqs (except the really older AW ones) ... now this a pretty broad cross section if you ask me ... and certainly enough to support my observations... especially considering the complaints are all of the vertical component. I would like to hear from anyone that has made a seq themselves that demonstrates vertical motion of the hip. I'd like to know what world I can view it in and what version and title of software they used. So far no one has been able to prove this to me ... opinions don't help solve the problem. Of course if you don't want a solution to this problem that 9 out of 10 people seem to have then just keep out the way while the rest of us try to figure it out ... I'll be sure not to share the solution with you and waste your time. Glitter [View Quote] zeo toxionJun 2, 2002, 2:46pm
its a feature in the feature list that says there is a new animation engine
and dequanes will be diffrent. obviusly somethings different about YOUR computer becuase your one of the FEW who mysteriusly dont see 3.3 or havent actualyl upgraded as sosmoen said below me -- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A message from Zeo Toxion -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [View Quote] 83058Jun 2, 2002, 2:52pm
I won't bother with another reply after this. All the sequences work fine
for me. I chose the world "Fogland" randomly and was able to test all of the sequences. No problems. [View Quote] casayJun 2, 2002, 3:25pm
Hey ya Mauz!
My .02 on all this........ In LifeForms there's a 'Pin to floor' option. The shappy.seq is pinned to the floor. In the Lifeforms stage window it shows the Pelvis (center of avatar) as being on the same level as the stage. If 'pin to floor' is off then the avatar feet are on the stage. I'm trying to remember exactly the problem I was having when first testing Accutrans for Wayne. If I recall the pin to floor option had to be on for my seqs to work correctly. I was having the same type of problem where the pelvis would stay in the same spot if 'pin to floor' was off. Glitter, in short, put the pelvis at stage level and see if it works. Casay [View Quote] zeo toxionJun 2, 2002, 4:24pm
Glitterbug:
"An amusing thing I found today was someone who swore blind that after updating to 3.3 everything looked exactly the same. I spent a great deal of time trying to understand how he was getting everything as it was before the upgrade. He kept saying it was my system (and everyone elses that was wrong ..... 9 in 10). After about 20 minutes he discovered the upgrade had not worked and he was still in 3.2. This is beyond my comprehension but nonetheless occured .... it at least gave me a smile for the day." thats my reasoning...so anyway if they work fine for you then thats good. -- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A message from Zeo Toxion -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [View Quote] lysimachusJun 2, 2002, 4:37pm
> Opinion about how good something looks is mere opinion. It doesn't
> necessarily indicate something is working as it was designed to work. > > Glitter Opinion about how bad something looks in mere opinion. It doesn't necessaruly indicate something isn't working as it was designed to work. glitter bugJun 2, 2002, 4:37pm
Hiya Casay,
Great idea but I tried that first off. The old 2.2 browser wouldn't work without that pinned. I wondered if the step back (to a new engine) had caused them to go back in that respect to. I have however just worked out what is wrong and YES there is a problem with how AW interprets the seqs now!!!! I'm somewhat reticent to off this information due to the attitude of the community, but I found the solution when I compared the 2.2 era of qjump (yes I still have it all burned on CD) to the more recent one offered for d/l in AWGate ... they are different. How so? Two ways: 1. the vertical scale is 100 times out ... import as 0.1, export as 10x to fix ... looks like someone in AWC messed up their math ... of course they changed their seqs or wrote around it but didn't tell anyone!! 2. you now need to specify rotation, facing angle, altitude and location as keyframes wherever a keyframe exists for one of the others. Eg; you can no longer assume default is zero but you actually have to specify a key frame value (albeit zero) for it to work. In3.2 you idnt have to specify defaults if they were not used ... now you have to specify every piece of information for each key frame ... making the sequences 4 times the size!!! ... fantastic upgrade huh? Oh well ... there's the BUG (not feature) fix for those who are interested. if anyone wants me to explain that further then they can telegram "Glitter Kitty" and I'll walk them through accutrans ... considering the complexity of some of the older seqs however I'd say most of them will take a looooong time to fix. Casay ... maybe we could ask Wayne to put in something such that if a key frame is specified for one dimension that keyframes are automatically set for all the others (or turn them on as default or whatever). Glitter [View Quote] glitter bugJun 2, 2002, 4:39pm
> Opinion about how bad something looks in mere opinion. It doesn't
> necessaruly indicate something isn't working as it was designed to work. > when something doesnt look as it was intended then that's bad ... at least from an artists point of view lysimachusJun 2, 2002, 4:42pm
Maybe you don't know how to make seqs, and now that you are trying, they
aren't working? :D [View Quote] ananasJun 3, 2002, 2:47am
well, before, the engine flipped a step from -180 to 179
through 0, so the rotation went backwards for a moment - and, that's the strange thing, it did that only sometimes. Now the engine seems to recognize that 179 is the direct neighbour of -180 and continues rotating in the "right" direction. [View Quote] ananasJun 3, 2002, 3:36am
When you have some time, go to MoonBeam or Labirint and try the
"Philiris" avatar. It has a "fly" sequence that went up into the air about 3 meters in 3.2 / 2.2 - it now doesn't do anything. The new engine is definitely messed up, the vertical movements need to be fixed, or AW needs to supply a tool to create/modify the sequences. You cannot supply a viewer for something where you don't supply a creator for the format, especially if it's proprietary. AW cannot always rely on others to do this work for them. This is a wrong conzept and will never allow AW to set any standards in 3D and VR. [View Quote] glitter bugJun 3, 2002, 4:55am
this problem can be completely removed by having a key frame at 179 and
at -180 ... then there is no redraw between them and no sudden flip ... eg no intermediate frames. [View Quote] glitter bugJun 3, 2002, 5:25am
> In LifeForms there's a 'Pin to floor' option. The shappy.seq is pinned to
> the floor. In the Lifeforms stage window it shows the Pelvis (center of > avatar) as being on the same level as the stage. If 'pin to floor' is off > then the avatar feet are on the stage. I'm trying to remember exactly the > problem I was having when first testing Accutrans for Wayne. If I recall the > pin to floor option had to be on for my seqs to work correctly. I was having > the same type of problem where the pelvis would stay in the same spot if > 'pin to floor' was off. In accutrans, pin to floor just brings the av (lowest contact point, feet for example) to the stage and sets the altitude. In lifeforms the pin to floor brings the hip to the stage. The pin does not get saved in the seq at all for either .. its just a method of altering vertical position. I understand you can change how pin to floor works in lifeforms to make it total av pin or hip pin. Glitter casayJun 3, 2002, 5:59am
[View Quote]
Hmmm... from my experience with Lifeforms the pin to floor option does make
a difference and must save some setting within the seq file. Pre 3.3 if an seq that I created in Lifeforms didn't have pin to floor on then at times when the seq played in AW the avatar would go below the ground level even though it didn't when I played it in Lifeforms. You're correct, in Lifeforms it brings the 'hip' to the stage. Actually though I think it's halfway point of the bounding box of the avatar in the seq. When you look at an .seq file in Lifeforms all it shows is a box. Pin to floor always puts middle of the box on the stage. It's kind of like the bounding box determines eye level, 3/4 the height of the box no matter where you put the eye in LifeForms or Accutrans. I haven't played with 3.3 at all yet. I sure wish Roland had asked me to beta test as this is what I would have worked on and had figured out already .. Looks like you really hit on something with the scale though. I only wish that AW would provide some specifics about how the new engine works, what program(s) can generate the seqs (aninations) and such. I'd be very interested to know if seq's created in TrueSpace still work like they used to. I never used TS to make them so I wouldn't be one to test that aspect of this. Hamfon might be the person to ask? If you want to send me any seqs you'd like me to test in Lifeforms to cross reference your results and / or save from Lifeforms directly, I'd be happy to. I use the studio version. Casay glitter bugJun 3, 2002, 6:21am
> Hmmm... from my experience with Lifeforms the pin to floor option does
make > a difference and must save some setting within the seq file. Pre 3.3 if an > seq that I created in Lifeforms didn't have pin to floor on then at times > when the seq played in AW the avatar would go below the ground level even > though it didn't when I played it in Lifeforms. Thats usually a scale factor between COB and RWX > > You're correct, in Lifeforms it brings the 'hip' to the stage. Actually > though I think it's halfway point of the bounding box of the avatar in the > seq. When you look at an .seq file in Lifeforms all it shows is a box. Pin > to floor always puts middle of the box on the stage. It's kind of like the > bounding box determines eye level, 3/4 the height of the box no matter where > you put the eye in LifeForms or Accutrans. > > I haven't played with 3.3 at all yet. I sure wish Roland had asked me to > beta test as this is what I would have worked on and had figured out already > . Looks like you really hit on something with the scale though. I only wish > that AW would provide some specifics about how the new engine works, what > program(s) can generate the seqs (aninations) and such. I'd be very > interested to know if seq's created in TrueSpace still work like they used > to. I never used TS to make them so I wouldn't be one to test that aspect of > this. Hamfon might be the person to ask? I wish exactly the same too ... both that they asked you to beta test AND some specifics! I tried in TS but the problem there is I dont make my seqs at 1:100 scale to it makes getting scale tricky to get right. Maybe Hamfon could take a look at seqs too? > If you want to send me any seqs you'd like me to test in Lifeforms to cross > reference your results and / or save from Lifeforms directly, I'd be happy > to. I use the studio version. Excellent thanks ... I now have lifeforms as well :) ... its pretty obvious its not the software and _IS_ bugs in the new engine ... I'm still at a loss as to why they actually needed to change engines ... I don't see why they did it in the first place. Was it a lisencing issue? Something else? Why exactly? Glitter glitter bugJun 3, 2002, 7:53am
Another observation. If the seq has an accompanying end seq and that end seq
doesnt work then the original which otherwise would ... now does not. Eg; if you fix a walk sequence to work in 3.3 and you test it before fixing the endwalk then you wont see the fix. I found I had to delete the endwalk from avatars.dat before I could bug find the walk seq. All of these little fixes do not fix everything. I still have some sequences which don't have vertical movement but all things are set correctly. Another interesting thing was I fixed a jump sequence and it worked as normal. When I lengthened it by 5 blank frames without changing anything else. It no longer worked. Take out the extra five frames and it worked again. Absolutely no explantation for that one!! Glitter agent1Jun 3, 2002, 3:03pm
I went into MoonBeam and tried the "Fate" avatar (couldn't find Philiris). I used the Jump gesture and it seemed to move vertically.
I have, however, noticed that the Walk SEQ doesn't seem to be doing it's usual bobbing thing on any avatars I've tried that usually did bounce a little... -Agent1 [View Quote] ananasJun 3, 2002, 3:54pm
That's exacly how I have it, but it still it flips though 0
in 3.2 (pelvis tag, flip over Z axis). I haven't found out yet why it worked on some models, where I used the same (-180=>179 with no frame between) for wheels, balls and stuff like that, but not on this one. Maybe, because those didn't use Pelvis and Z but used either different tags and/or the Y axis. If you don't believe it, try LemurAnn with "Joy" in MoonBeam or Labirint or whereever you find it - once in 3.2 and once in 3.3 :) [View Quote] ananasJun 3, 2002, 3:56pm
casayJun 3, 2002, 4:49pm
<snipped>
"> Casay ... maybe we could ask Wayne to put in something such that if a key > frame is specified for one dimension that keyframes are automatically set > for all the others (or turn them on as default or whatever). > > Glitter > <more snipped> I'd sure hate to ask Wayne to put something extra into Accutrans to 'fix' what AW broke. Yes, it's obviously a bug. Wayne has done so much for this community yet no one wants to pay the nominal $20 fee to register the program. Maybe he'll make something for the people that have paid for it. Who knows. I've always and will continue to try to talk him into making the program expire after 30 days and have people then pay for it. He has done so much to support us yet no one wants to support him. :-( My .02 is all.. Casay glitter bugJun 3, 2002, 5:23pm
> I'd sure hate to ask Wayne to put something extra into Accutrans to 'fix'
> what AW broke. Yes, it's obviously a bug. Wayne has done so much for this > community yet no one wants to pay the nominal $20 fee to register the > program. Maybe he'll make something for the people that have paid for it. > Who knows. I've always and will continue to try to talk him into making the > program expire after 30 days and have people then pay for it. He has done so > much to support us yet no one wants to support him. :-( > > My .02 is all.. > Casay I still remember when you walked me through the beta version of it so long ago. I think I paid $69 for it back then. You are right he does do a lot ... I'd lost sight of that for a while. A short term trial makes sense ... or a limited version. Glitter |