How to create avatar animations ?
  1. Install QAvimator-Beta_0.1.5.1.645_Windows_Setup.exe (version from 2018)
    (or check out the developer's website https://bitbucket.org/QAvimator_Team/qavimator-beta/wiki/Home if there is a newer version)

  2. Create your animation

    Like a cartoon, an animation is made up of several positions/rotations of your avatar that are linked together creating the movement of your avatar.



    First choose a moment on the timeline by pulling the bottom square button on the line.
    The first position is ignored by the software, you have to start at the second position.



    Then click on a joint of the avatar (the green balls)

    Modify the X, Y and Z rotations to make it move.

    The joints that you do not modify remain unchanged, which allows you to combine several animations (e.g. making an avatar drink while walking).

    To move two joints symmetrically, click on the first joint, then hold down the shift key and double-click on the other joint.

    To move an entire leg, double-click on the leg.



    Frame is to be changed when you make an animation with less than 30 positions.
    If you change only 10 positions out of the 30 available, reduce the number to 10 otherwise the last one will be repeated until the 30th.
    A static pose (that does not move) will have 2 positions, the first one you must not touch and the second one of your pose.

    FPS is the speed of the animation in positions per second.

    Loop In and Loop Out are used to create an introduction and an end to an animation that repeats itself in a loop. For example, if you change LoopIn to 5 and LoopOut to 25, your animation will first go to Play positions 1 to 4 once, then repeat positions 5 to 25 in a loop, and just before stopping will play once the 26 to 30 positions.


    You can test all your animation by clicking the big BLUE button, click again to stop.
    When your animation is finished, save it in .AVM format in a folder on your PC (menu File / Save).



  3. On Planet, create an object, go to the TOOLS menu, import the AVM or BVH file.

    Check "Loop" if you want the animation to run in a loop.

    Check "AdaptforHeels" for animations in "standing" position so that your avatar is raised if you wear high heels, do not check for animations in "sitting" position (this only has an effect if you start the animation with a script after the sit command).

    Choose a priority between 0 and 7. The default is 4. If several animations are active, each bone of the avatar binds to the animation of higher priority that makes it move.

    Click on "TestAnim" to test it, on "Stop" to stop it.

    Click on "AddinScripts" to add it to the Scripts menu of the object.

  4. Write a little script to make it work, for example :



// Example 1 : dancing ball

const string ANIMATION_NAME = "dancing";

event touch()
{
  key k = touched_avatar();

  if (is_animation_active (ANIMATION_NAME, k))
    stop_animation (ANIMATION_NAME, k);
  else
    start_animation (ANIMATION_NAME, k);
}


 
// Example 2 : sit on a chair

event touch()
{
  key k = touched_avatar();

  if (is_sitting (k))
  {
    unsit (k);
  }
  else if (sit (mesh_nr  => 1,
                position => {0.0, 0.0, 1.0},
                rotation => {0.0, 0.0, 0.0},
                avatar   => k))
  {
    start_animation ("sit", k);
  }
}