Hi Justin,
I have located the commit where the issue began to show up; Commit
b977f9 (r/20586). I also tested a couple of commits before it to be
certain and in those commits the issue does not appear.
Posted mantis 6530
http://opensimulator.org/mantis/view.php?id=6530
Thank you!
On 2/1/2013 7:17 PM, Justin Clark-Casey wrote:
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!
--
OpenSim: 10 Region Standalone on 0.7.5 Dev
Physics: Open Dynamics Engine
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CPU: AMD Phenom II X4 840 3.2 GHz
Memory: 11 GB DDR3
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