Forum Moderators: wheatpenny Forum Coordinators: Guardian_Angel_671, Daddyo3d
DAZ|Studio F.A.Q (Last Updated: 2024 Dec 01 6:29 pm)
Unless you purchase a gaming license content is not allowed for usage in games.
*~*Jamie*~*
"Life is just a dream on the way to death." ~The Crow: City of Angels
Ohhh - I am not sure what you are telling me - you mean that if I create an original animation / pose using Daz, not using any of the DAZ content or models, but models supplied freely by Linden Labs for the sole purpose of animation / posing, then I cannot use that animation even though it is my own creative work, outside of the Daz environment without purchasing a Gaming Licence. This seems to be a little draconian and will most certainly push me in the direction of Blender if this is the case.
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I have recently come back to Second Life and started to pick up posing and animation again. I have no problems with the concepts of Key Framing, IK etc and can find my way around Daz easily. However I have noticed that there seems to be a huge inconsistency between the pose/ animations I create (bvh) in Daz and how it is displayed in Second Life. I am using the Avatar models as supplied by Linden labs for the process.. Example - If I pose in Daz for the middle finger on the right hand to just touch the avatar nose, when uploaded to Second Life it shows as about 20 cm away from nose and displaced to the right. This seems to be an issue in Blender and Poser also. The problem still persists if I change my SL avatar to on of the stock out of the box avatars with now added mesh objects.
At the moment my only solution is to add a ghost avatar model displaced to compensate for the mismatch and use that for my pose / animation reference points. This is OK for single figure poses / animations, but for multiple figures it is a nightmare. Images are attached to show the problem
Any help would be much appreciated.