Mon, Dec 2, 6:13 AM CST

Renderosity Forums / DAZ|Studio



Welcome to the DAZ|Studio Forum

Forum Moderators: wheatpenny Forum Coordinators: Guardian_Angel_671, Daddyo3d

DAZ|Studio F.A.Q (Last Updated: 2024 Dec 01 6:29 pm)



Subject: Posing Avatars for Second Life


wobblybob ( ) posted Thu, 09 January 2020 at 8:52 AM · edited Wed, 27 November 2024 at 6:21 PM

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.

Daz_SEcondLife14.jpgDaz_SEcondLife15.jpgDaz_SEcondLife13.jpg


SpookieLilOne ( ) posted Thu, 09 January 2020 at 9:10 AM

Unless you purchase a gaming license content is not allowed for usage in games.

*~*Jamie*~*


SpookieLilOne's Store 

SpookieLilOne's FreeStuff 

SpookieLilOne's Gallery 

"Life is just a dream on the way to death." ~The Crow: City of Angels


wobblybob ( ) posted Thu, 09 January 2020 at 9:37 AM

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.


RHaseltine ( ) posted Thu, 09 January 2020 at 2:11 PM

Using models from a source that allows use as an avatar is fine, I suspect SpookieLilOne thought this was the Daz content. Have you turned rotation limits off in DS? If so, and if SL always enforces its limits, that might be a factor.


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.