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  #1  
Old 03-12-2015, 07:08 AM
armo armo is offline
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Join Date: Mar 2014
Posts: 21
problems with walking women avatars

Hi there,


I am really having a hard time trying to make some women avatars walk. The avatars come from the vizard Complete characters set.

Specifically, the avatar has these strange s-shaped arms visible in the attached picture "strange walking woman.jpg". Here is the code

Code:
import viz
import vizact
import viztask

def world():
	global root
	view = viz.MainView

	viz.MainView.getHeadLight().disable()
	#add sun-like directional light

	l = viz.addLight()
	l.position(0, 1, 0, 0) #sets light direction
	l.intensity(0.9)

	l2 = viz.addLight()
	l2.position(1, 0, 1, 0) #sets light direction
	l2.intensity(0.8)

	l3 = viz.addLight()
	l3.position(-1, 0, -1, 0) #sets light direction
	l3.intensity(0.6)	

	l4 = viz.addLight()
	l4.position(0, 0, 1, 0) #sets light direction
	l4.intensity(1)

	l5 = viz.addLight()
	l5.position(0, -1, -1, 0) #sets light direction
	l5.intensity(0.8)

	#root encapsulates all world geometry
	root = viz.addGroup()
world()

viz.go()
#viz.mouse(viz.OFF)

av_trial = viz.add('avatars_happiness/sportive03_f_highpoly/sportive03_f_highpoly.cfg', pos=( 0, 0, 3 ), euler=(180,0,0))

viz.MainView.setPosition( 0, 1.6, 0 )


# ACTIONS

# walk action
WALK = vizact.walkTo( pos=[ 0, 0, 0 ], walkSpeed = 0.5, walkAnim=44)
	
def move(av):
	'''the avatar walks'''
	av.addAction(WALK)
	
# some callbacks to start animation
def HandleKeyboard(key): 
	
	if key == 'w':
		move(av_trial)
		
viz.callback(viz.KEYDOWN_EVENT, HandleKeyboard)
I am seeing this strange effect on more than one women avatars


However, if I try to substitute the WALK variable with this:

Code:
WALK = vizact.walkTo( pos=[ 0, 0, 0 ], walkSpeed = 0.5, walkAnim=viz.AUTO_COMPUTE, verb = 'walk' )
I get instead an even stranger result visible in the attached picture "walkAnim_vizAUTO_COMPUTE.jpg"

but what really puzzle me is that everything works fine with male avatars


Any suggestions?


best regards,
armo
Attached Thumbnails
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Name:	walkAnim_vizAUTO_COMPUTE.jpg
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ID:	683   Click image for larger version

Name:	strange walking_woman.jpg
Views:	3656
Size:	38.7 KB
ID:	684  

Last edited by armo; 03-12-2015 at 07:10 AM.
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  #2  
Old 03-13-2015, 07:59 AM
Jeff Jeff is offline
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Join Date: Aug 2008
Posts: 2,471
I'll test this out and get back to you.
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  #3  
Old 03-22-2015, 12:57 PM
armo armo is offline
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Join Date: Mar 2014
Posts: 21
Hi Jeff


I was wondering if there were any updates on this issue


thanks in advance,
armo
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  #4  
Old 03-23-2015, 08:04 AM
Jeff Jeff is offline
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Join Date: Aug 2008
Posts: 2,471
Has the avatar source file been modified and re-exported or is this the original Cal3D model that came with the Complete Character set? I'll try and reproduce the issue here.
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  #5  
Old 03-23-2015, 08:14 AM
armo armo is offline
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Join Date: Mar 2014
Posts: 21
Dear Jeff

I am having this problem with the original models from the Complete Character set. No changes on the source file occured.
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  #6  
Old 03-24-2015, 12:42 AM
Jeff Jeff is offline
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Join Date: Aug 2008
Posts: 2,471
Please contact support@worldviz.com and we'll open a support ticket for the issue with the arms.

To find the walk animation using the verb argument there must be an entry in the CFG file that has verb + '_animation'. This should be equal to the animation number. Add the following line to the end of the CFG file:

Code:
walk_animation = 44
Then when you run the following line of code animation 44 will be applied with the walkTo action:

Code:
WALK = vizact.walkTo( pos=[ 0, 0, 0 ], walkSpeed = 0.5, verb = 'walk' )
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  #7  
Old 04-07-2015, 07:38 AM
Erikvdb Erikvdb is offline
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Join Date: May 2013
Posts: 63
I had the same problem with that specific avatar a few months ago. It seems the Skin modifier in 3Ds Max doesn't have the correct skin weights (both the Max model and the exported avatar have this issue).
I guess it was the first time that I used her, so I hadn't encountered the issue before. I wanted to open a ticket, but it was faster for me to simply reskin the model and I forgot about it afterwards
Sorry I couldn't reply earlier.
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