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Sticky Animations

Haddock Trenchmouth
omniscient idiot
Join date: 22 Dec 2005
Posts: 20
02-13-2006 00:13
Ok, I've spent numerous hours (i.e. days) researching this problem, trying to find out if anyone else has had the same problem, if it's been bug reported, if Linden Labs knows about it, if it even IS a bug, how to fix it myself, etc.

I've come up with nothing.

Here's my problem: I made an AO from a script I found amongst these forums. I bought some animations to load it up with. It worked fine, until I tried to change the walking animation. I took the old animation out of the object, there's nothing in the object that's referencing it, and I've reset and recompiled the script, but my walk animation continued to be the first one I had in that AO. Occasionally it would play the new walk for up to 30 seconds, but would always switch to the "Problem Walk". At some point I detatched the AO, and would animate with the default walk for a few seconds, and then switch into the "Problem Walk".

I cleared my cache and relogged. Same thing. I tried a different AO. No dice. I displayed the Debug->Character->Animation Info and saw a UUID with a priority of 4. Gee, how helpful to me. I tried flushing my animations from the same menu, but that just causes my client to crash. After the first time I tried it, the standing pose in my AO became constantly active as well, even though I hadn't been wearing it. Then I delved into the forums, and found out there's a free stop animation script out there somewhere, but I couldn't find it, so I tried making my own. It seemed like it worked properly (as in, coded so that it *should* have worked, if that was the problem), but I'm essentially a beginner at scripting, so it's quite possible I successfully coded an error-free do-nothing script.

Oh, and the second AO I tried (Wet Ikon Anim Override) keeps trying to find an animation that it has in its inventory (even after resetting, recompiling, and telling it to re-read the list notecard), and saying it can't find it, AND i don't even have the damn thing attached.

I think that about covers everything I've tried. Has this happened to anyone else? If there's anything else at all I could try, or if I should bug report it, please let me know. I'm getting so frustrated...
Thili Playfair
Registered User
Join date: 18 Aug 2004
Posts: 2,417
02-13-2006 01:46
Sendt you a hud AO ingame , if you wanna play with another one : p

They like to remember anims till you force a notecard reset, same with this one,

; just add anims,
; change notecard,
; drop it on ground

then
; tools / reset script
or
; click on the right green button when you wear it, it will ask wich notecard to load

It should load the notecard with new anim settings, this is a hud AO tho, so you have to wear it and click on it to activate , appears as a round button thing with smaller blobs on , those controll diffrent sit/walk/run/laying anims since you can have 6(?) of each.

Just toggle it on/off if you go into a no script zone to activate it again
Haddock Trenchmouth
omniscient idiot
Join date: 22 Dec 2005
Posts: 20
02-13-2006 04:11
Thanks for that, Thili, so far it seems to be helping at least a little. Remember, though, I was also having problems with AO's continuing to run scripts as if they were attached to me while they were not actually attached to me, not even rezzed, and essentially in the "dormant" state.

As I look at the debug->animation info (which shows what animations are currently playing.. for everything) i no longer see the standing animation's UUID floating above me when your AO has my alternate stand pose running... but when i start walking, i see both the UUID for the new walking anim, and the one for the Problem Walk. Your AO has allowed me, so far, to walk my new walk most of the time, but it still switches to the Problem Walk fairly frequently.

any more ideas?
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
02-13-2006 07:45
Wear a prim containing this script, once:
CODE

reset()
{
if(!(llGetPermissions() & PERMISSION_TRIGGER_ANIMATION))
{
llRequestPermissions(llGetOwner(), PERMISSION_TRIGGER_ANIMATION);
return;
}
list l = llGetAnimationList(llGetOwner());
integer n = llGetListLength(l);
integer i;
for(i = 0; i < n; i++)
llStopAnimation(llList2Key(l,i));
}

default
{
state_entry()
{
reset();
}
on_res(integer p)
{
reset();
}
run_time_permissions(integer p)
{
if(p & PERMISSION_TRIGGER_ANIMATION)
reset();
}
}
Haddock Trenchmouth
omniscient idiot
Join date: 22 Dec 2005
Posts: 20
02-13-2006 11:50
That script looks almost exactly like the script i made. I tried it anyway, since yours looks a little more solid, and it had the same effect as my script. Ever since I tried Thili's AO, however, the standing pose has seemed to unstick. The walk is still there though. I'm starting to wonder if maybe its not that the animation simply has refused to stop, but a script command just never resolved on my av. if that's the case, i thought relogging was supposed to help that...
Thili Playfair
Registered User
Join date: 18 Aug 2004
Posts: 2,417
02-13-2006 12:17
Wearing any boots/shoes with a ao buildt in?, try detattching everything and wear just ao, see if it still happen.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
02-13-2006 12:19
Try clearing your cache again, now that you've explicitly killed the animation?

Do other people see the problem?

Change the code so you can see what it thinks it's doing:
CODE

// be chatty
for(i = 0; i < n; i++)
{
key anim = llList2Key(l,i);
llOwnerSay("stopping "+(string)anim);
llStopAnimation(anim);
}

Also, you write "I tried flushing my animations from the same menu, but that just causes my client to crash"... I'd suggest uninstalling SL and removing your SL application directory completely, just in case you've got something corrupted in SL or your config...
Haddock Trenchmouth
omniscient idiot
Join date: 22 Dec 2005
Posts: 20
02-14-2006 00:44
omg i feel so incredibly retarded.

i had myself thoroughly convinced i checked EVERYTHING. after deleting SL and doing a fresh install, and having it still not work... I check my shoes. guess what? yup, there it was.

you can shoot me now.