[Opensim-dev] Walk animation doesn't stop

Diva Canto diva at metaverseink.com
Thu Apr 12 14:52:11 UTC 2012


Thanks for finding the bug. I was puzzled with this behavior too when I 
switched D2 to 0.7.3.
Someone sent me an animation script that doesn't hit that bug, so I 
updated the walking animations that come in the D2 library.
But please do send the patch.

On 4/12/2012 7:44 AM, Oren Hurvitz wrote:
> I found the problem. The walking script is notified whenever the user presses
> or releases a movement key, e.g. the Forward key. When that happens, the
> script checks which movement animation the avatar is currently using, and
> starts or stops the custom animation according to whether the movement
> animation is "WALK" or not. There were several problems with this:
>
> 1. In ScenePresence, when the client moves, the "control" notification was
> sent to the scripts before the avatar's animation had been updated, so the
> walking script was using the wrong animation to make its decisions. Now the
> scripts are notified only after the animation has been updated.
>
> 2. Sometimes multiple threads were trying to update the avatar's movement
> animation at once, again causing the script to see the wrong animation. I
> added a lock to prevent threads from interfering with each other.
>
> 3. When choosing the avatar's movement animation, if the avatar stopped
> walking while it was falling (even if the "fall" was really just a tiny bump
> in the ground) then the avatar animation remained on "WALK". I changed it to
> set the animation to "STAND" in this case. (It would have changed to "STAND"
> soon anyway, but that delay caused the walking script to fail.) Note that
> this only affects the beginning of a fall; if the fall takes a long time
> then the avatar switches to the "FALLING" animation, and I didn't change
> that.
>
> The situation is much improved now: I haven't been able to cause the walking
> animation bug to happen anymore (although it's possible that there are other
> cases I haven't hit upon). I will submit this patch after I finish updating
> our system to OpenSim 0.7.3.
>
> --
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