[Opensim-users] Animations seem freeze framed when stopping them? OpenSim Master

Chris mewtwo0641 at gmail.com
Sun Feb 3 02:15:32 UTC 2013


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!
>>
>
>


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