Stop all animations on tp to new sim
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Keiki Lemieux
I make HUDDLES
Join date: 8 Jul 2005
Posts: 1,490
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03-27-2006 09:25
A side affect of the new tps was to change the behavior of animations on a tp. <1.9 if you tp'd after being animated, all animations would be stopped/stripped from your avi. Now your avi retains all animations.
So... sit on a pose ball, tp away without standing up first, you are stuck in that animation.
Click on a club's dance machine, tp away without shouting the stop command, you are stuck in that animation.
Sure you can use a "stop all animations" script, but that's really not newbie friendly.
Please return the behavior from 1.8 and before. When you tp to a new region, your avi should start with 0 animations, not retain animations from before the tp.
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Shoshana Epsilon
... better than chocolate
Join date: 17 Dec 2005
Posts: 85
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03-27-2006 09:52
That explains some of the animation behaviors I've been seeing in the Welcome Area. Poor newbies! I have a Stop All Animations tool that I keep handy. Perhaps Linden Labs can put one out in the Welcome Area to help in the interrum?
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
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03-27-2006 12:36
last night i was stuck in an animation tp-ed to my place and was stoped .... tp-ed back to where i was and the darn thing started back up again
kinda sucked becuase it was a looped animation that i was playing tru the UI and not a script so i had to log off
so theres another thing broken, if you close the animation preview window (the one brought up by inventory not upload) it doesnt stop the animation anymore
oh on a side note, i was also stuck in a shape for a while last night, so thats broken also ... wore a goofy shape, ok fun is over, put my normal shape back on and nothing happens (except now im wearing 2 shapes @ once) had to log off again
now im one to point out flaws in the system (constantly) but ive never complained about the client usefullness or stability but im starting to wonder ...
Why all of the sudden do i have to jump tru hoops for silly crap like this?
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kaia Ennui
Registered User
Join date: 30 Apr 2005
Posts: 349
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03-27-2006 13:36
yep, animations are sporked. if anyone needs the Stop All ANimations prim, IM me in world. It's the only thing that will work if your stuck other than a relog.
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Sitearm Madonna
Registered User
Join date: 6 Oct 2005
Posts: 535
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03-27-2006 13:39
agree ! (for me it was a luxurious couch animation that was NOT appropriate for where I tp'd.. ack!  ) From: Keiki Lemieux A side affect of the new tps was to change the behavior of animations on a tp. <1.9 if you tp'd after being animated, all animations would be stopped/stripped from your avi. Now your avi retains all animations.
So... sit on a pose ball, tp away without standing up first, you are stuck in that animation. Click on a club's dance machine, tp away without shouting the stop command, you are stuck in that animation. Sure you can use a "stop all animations" script, but that's really not newbie friendly. Please return the behavior from 1.8 and before. When you tp to a new region, your avi should start with 0 animations, not retain animations from before the tp.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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This will automatically be fixed when they finish the changes to animations...
03-27-2006 14:26
This seems to be a side effect of backing out a change to the animation code that was in the 1.9 preview, where permissions for animations were revoked as soon as you got up. The problem is that most scripts assumed that permissions weren't revoked after being granted and so you got error messages from EVERY scripted object.
The suggestion that llStopAnimation() without permissions fail silently, which is what most of the scripters seemed to want, was rejected by Linden Labs. Hopefully they'll do something clever (like, revoke animation permissions on teleport only, or re-think the silent failure mode) rather than make every scripted animation start producing error messages until it's fixed.
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Jonas Pierterson
Dark Harlequin
Join date: 27 Dec 2005
Posts: 3,660
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03-27-2006 18:15
The stop all animations ball is only a temp fix, and I've been handing them out. Plan to go by the welcome center sometime tomorrow and handing out copies with a notecard explaining its use.
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Keiki Lemieux
I make HUDDLES
Join date: 8 Jul 2005
Posts: 1,490
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03-27-2006 19:56
Argent, I'm not convinced it's connected to the planned changes that you referenced. I think it's connected to the new way you tp from one sim to another. It used to be that tping would stop all animations, now it doesn't. Your avatar seems to retain animations instead of starting fresh. So in any case, the planned changes to permissions may fix the pose ball problem, but it will likely not affect you when you tp away from a club dance machine.
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Nepenthes Ixchel
Broadly Offended.
Join date: 6 Dec 2005
Posts: 696
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03-28-2006 06:53
The worst thing is when you teleport to a no-script sim. Then you really are stuck.
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Obsidian Stormwind
Second Life Resident
Join date: 13 Nov 2004
Posts: 16
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03-28-2006 06:56
This issue seems similar to one I am having with my custom pose stand.
When someone stands on it, I get permissions to animate the avatar into different poses. And when the avatar gets off I stop the animation(s).
However, instead of automatically giving up the animation permissions, it retains them, so if someone touches the pose stand after someone got off, then the person who used to be on is still animated. I'm having to see if there's a way to release the granted permissions when someone stands from the pose stand. Any ideas? Maybe a llRequestPermissions(Avatar, 0); "Avatar" being the avatar key and 0 meaning requesting no permissions?
Otherwise, I'll have to add further checks to my code to compare the key of llGetPermissionsKey() to the results of the llAvatarOnTarget() before it tries to play an animation. Much more time consuming and may cause more lag in general.
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Keiki Lemieux
I make HUDDLES
Join date: 8 Jul 2005
Posts: 1,490
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03-28-2006 08:39
Actually, the issue you are having with the pose stand is nothing new and a different issue. Scripts have always retained perms on the last avi after they stand up (in fact, some scripts depend on this behavior). One way to have a script release it's permissions is to reset the script. Call llResetScript after llStopAnimation when an avi stands up from your pose stand.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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03-28-2006 15:40
From: Keiki Lemieux Argent, I'm not convinced it's connected to the planned changes that you referenced. I think it's connected to the new way you tp from one sim to another. That's the reason for the changes, but it's not the only situation where animations get screwed up now. First, the changes didn't fix the problem (as you note, it would solve the problem for sit-script animations, but not for the common touch-based dance balls) and they produced erroneous errors on standing. Second, since the 1.9 upgrade I've had animations continue after I got out of a vehicle or stood up from a chair when there's been no teleportation involved.
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Keiki Lemieux
I make HUDDLES
Join date: 8 Jul 2005
Posts: 1,490
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03-28-2006 16:56
Fine you are right. My interpretation is wrong. Whatever.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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03-29-2006 13:32
Erm, I didn't say you were wrong.
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Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
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03-29-2006 23:43
From: kaia Ennui yep, animations are sporked. if anyone needs the Stop All ANimations prim, IM me in world. It's the only thing that will work if your stuck other than a relog. hmm... another solution is to kill the object which has the script that forced you to play animation.  It's not practical in the most cases though.  [EDIT]  After the rolling update, it changed from bad to worse. 
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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03-30-2006 10:05
Ack, yeh, I've had to drag-copy and delete a horse that got borked... every time someone else sat on it it was putting me into the riding animation if I was in the same sim.
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
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03-31-2006 16:41
Thanx for the feedback--including this info. Anyone else who feels this way, please post. I certainly find it more convenient to have my animations stopped after a TP... it makes me feel vulnerable otherwise. 
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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One slight change...
03-31-2006 17:14
Not "stop all animations on a TP".
It needs to be "withdraw permissions after a TP for non-attached scripts".
Otherwise you're liable to start dancing or whatever again when you get back in range of the script, and you're likely to have your animation overrider bobble or fall out of sync on teleport.
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Keiki Lemieux
I make HUDDLES
Join date: 8 Jul 2005
Posts: 1,490
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03-31-2006 22:43
Well, permission issues aside, I still think clearing animations on a tp is a good idea.
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Argent Stonecutter
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04-01-2006 13:08
From: Keiki Lemieux Well, permission issues aside, I still think clearing animations on a tp is a good idea. If I'm wearing a dance bracelet, I want to arrive dancing. If I'm using a Tiny or Mecha AO, I don't want to arrive in a default pose. The advantage of the new teleport is that you're not effectively logged out and in on teleport, there's no reason to break that. Plus, LL already has code to deal with this using permissions, it was in place (albeit incomplete) in the 1.9 preview. They just need to be smarter about applying it.
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Keiki Lemieux
I make HUDDLES
Join date: 8 Jul 2005
Posts: 1,490
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04-01-2006 13:19
From: Argent Stonecutter If I'm wearing a dance bracelet, I want to arrive dancing. If I'm using a Tiny or Mecha AO, I don't want to arrive in a default pose. The advantage of the new teleport is that you're not effectively logged out and in on teleport, there's no reason to break that.
Plus, LL already has code to deal with this using permissions, it was in place (albeit incomplete) in the 1.9 preview. They just need to be smarter about applying it. The script almost always takes care of this already Argent. If you are wearing an AO or dance bracelet, they will start animating you the next chance they get, just like they do now.
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Argent Stonecutter
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04-01-2006 20:32
From: Keiki Lemieux The script almost always takes care of this already Argent. If you are wearing an AO or dance bracelet, they will start animating you the next chance they get, just like they do now. Only if they know they've got to start animating you again on teleport... the existing code to do that doesn't work because teleport doesn't cause on_rez. Most good low-lag AOs use timers as little as possible, so you can have seconds of delay on arrival. Which means more code... and AOs based on Franimation Overrider are already prone to stack-heap collisions as it is.
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Keiki Lemieux
I make HUDDLES
Join date: 8 Jul 2005
Posts: 1,490
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04-01-2006 20:58
They all worked fine a couple of weeks ago, Argent. The anis were cleared on arrival and on the next llStartAnimation they were fine.
If you want to make a different request about permissions or whatever you are talking about, start your own thread. This one is for people who want to see the previous behavior returned if possible.
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Argent Stonecutter
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04-01-2006 23:34
From: Keiki Lemieux They all worked fine a couple of weeks ago, Argent. That was because teleportataion worked DIFFERENTLY a couple of weeks ago. The change to the way teleportation works are DEEP and PROFOUND. The previous behaviour can not be returned, period. Teleportation is fundamentally different now, it's like a sim-sim crossing... not like the logout-and-login scheme it used before 1.9. Going back to the old scheme is insane. THIS THREAD has to be about "how to make the change as unobtrusive as possible", because undoing the change completely isn't possible.
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Keiki Lemieux
I make HUDDLES
Join date: 8 Jul 2005
Posts: 1,490
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04-02-2006 07:50
Argent, please stop. I know, ok? I'm not stupid. I know that teleportation changed, so you can stop with the condescending all caps. If the previous behavior can't return, let a Linden tell me that. You don't write the code for SL, so I'm sure you are not the final arbiter of what is and is not possible.
I'm not sure what you think this thread is about, Argent, because you keep changing the subject with every one of your replies. Regardless of any other changes or fixes that they do, they still need to answer the following question:
When you arrive in a new sim after a teleportation, should your avatar be playing all the animations it was playing before the teleport or not? I think no, you apparently think yes. End of story.
Now go find someone else's thread to obfuscate.
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