All bvh animation files on this site are optimized for use in Second Life and OpenSim. To use them, choose ‘upload animation’ from the file menu of your viewer. You need to upload each bvh file individually. Be sure to check ‘loop’ for all animations, even static poses. Also, you might want to increase the priority if some animations are to override other default ones. And finally, increasing the ease in / ease out time will smoothen animations a little and create a nice effect. I found 2 seconds for each to be a good option.

(Deutsche Version)

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Comments

  1. So Chic on 01.03.2011

    HI V,
    first let me thank you for the unbelievable work done here.
    New to Opensim, it took me a while before landing here and I must say that I’m very impressed by your work.

    My question is relative to your animation files, more likely the way I could override by default some basic animations – as Walking – but on the server side.
    I mean that I’d like to make one of your far sexiest female walk animations to override for anyone (If I could split by gender, this would be even better) the basic “duck walk” we see while using Imprudence viewer.

    So far I don’t even know if this is possible; please consider me as a newbie (but not a noob, I’m dealing with IT since 91), so what I need is quite a step-by-step help …

    Hope you’ll have some time to spend, thanks in advance !

    BTW: I wish you a very Metaverse new year !

    [Reply]

  2. V on 01.03.2011

    Hi So Chic,

    I’m glad you found the animations useful. I’m always happy when people enjoy what I make.

    To answer your question: I don’t know if there’s a server side way to override the animations. I just went through my opensim folder and couldn’t find the default walking animations anywhere there, so my guess would be they’re part of the viewer, but that’s only my hazy guess and no definite opinion. I know LL themselves wanted to get rid of the duck walk for a while now, but nothing ever came out of it as far as I’m aware (and it seems the blogpost itself isn’t there anymore either).

    The easiest way would be to just let people make their own AOs. They might want to change their animations later on anyway. On top of that, the default animations seem very generic, and I don’t think they can be split by gender.

    Happy new year to you, too, and godspeed in the metaverse.
    V

    [Reply]

  3. So Chic on 01.05.2011

    Thanks V,
    sorry for the delayed response, but AOs workaround seems fine to me.
    I’ll be back if I found something more relevant, on the server side.

    [Reply]

  4. Cal on 05.31.2011

    I love the ‘Exhausted’ poses, but they all seem to have the characters floating up in the air. Dropping the pose balls down so thatthe characters lie on a bed for example means that the poseballs are below the ground or out of sight. Is there any way we can fix this?

    [Reply]

    V Reply of May 31st, 2011 15:28:

    Hi, depending on the script you use, this is more or less easy. When you use the poseball script off OSC, there’s a line “vector offset=;” close to the top. The numbers in the brackets determine the position of the avatar in relation to the poseball; if you change the last number from 0.5 to -0.5, the poseball should be positioned better.

    [Reply]

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