Hi Chris. I tried to reproduce the playing issues issues on 9588328 which should be identical to fd34a75 with respect
to animations.
However, I was not able to do so - animations appear to reset correctly when stopped in mid-animate on both LL 1.23.5
and LL 3.3.4, for both one's own viewer and for observing avatars.
I think the next step would be to open a mantis so that we can investigate further - some of the animation logic has
changed recently. As usual, if you could upload running scripts to recreate the issue and perhaps the animation itself
(if not confidential) then that would be very helpful, as would identifying the exact OpenSimulator commit where the
behaviour changed if possible.
Animations are particularly sensitive to things such as animation overrides so it might be worth reviewing whether these
are active on either client or server-side (where both approaches work rather differently).
On 31/01/13 04:17, Chris wrote:
Hello all,
I'm running OpenSim commit fd34a75 (r/21883) and am noticing some oddness with
playing and stopping animations. If I
play an animation from inventory and then stop it, it will appear that my
avatar is frozen in the last frame that was
played before stopping instead of returning the avatar to the state that was in
before the new animation was played. If
I am playing and stopping animations from a script (such as an AO for
instance); when the animation is stopped it will
appear to keep playing until another animation is played after it. In both
cases the weirdness with the stopped
animation(s) will persist until some other animation is played whether it be
another inventory animation or a default
avatar movement animation. It doesn't seem to matter which animation is played
from inventory / script.
For a script it can sort of being worked around by doing this:
llStartAnimation("some_anim_name");
... Later on when it needs to be stopped ...
llStopAnimation("some_anim_name");
llStartAnimation("stand");
llStopAnimation("stand");
It gives the appearance that the animation is stopped; but I'm thinking that
it's simply just overriding the stuck
animation long enough to put a apply a new animation to the avatar to "unstick"
it.
Its not an issue when the script plays one animation after another but if it's
a one time animation that needs to be
stopped the results can look really funny.
On a side note... I notice that when I attempt to play the same animation again
with out first playing a different
animation, the current playing animation won't appear to restart like it
previously did not too long ago. I noticed this
in my synced pose ball script that has a sync command which would simply play
the poseball anim again when an avatar sat
on it (sends a link message to other linked pose balls to tell them all to play
the animation again) in attempt to sync
up the animations of multiple avatars sitting on the link set.
Previously my sync function looked like this
sync()
{
llStopAnimation(anim);
llStartAnimation(anim);
}
Then had to change it to this once the animation issue started appearing to get
it to work again
sync()
{
llStopAnimation(anim);
llStartAnimation("stand");
llStopAnimation("stand");
llStartAnimation(anim);
}
Is any one else experiencing this?
Thanks!
--
Justin Clark-Casey (justincc)
OSVW Consulting
http://justincc.org
http://twitter.com/justincc
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