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Av animations for seated avs in vehicles lost on sim crossing.

Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
04-01-2005 06:00
Which really F(4)S UP my mouselook vehicles. :mad: Just cross any sim border and the av unsits, then re-sits, but this time it doesn't get the animation. THis appearantly changes the position of the av relative to the root prim, as often my camera is in a new position. Looking through the dash makes flying difficult!

Not to mention the wierdness of what happens to prims with animated textures. This affects most of my vehicles. Animations are choppy at first, but cross a sim border and they work for a second or two, then the prims zip over to the root prim, change scale and rotation to match. After a while (5-20 seconds) they hop back to thier intended positions, and fail to animate. Cross a sim border again and you get the same behavior. Very reproducable.
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
04-22-2005 16:24
New info...

I worked with Dan Linden recently to get this bug completely defined.

What's happening is, the "standard" sit animation is being played again, and it has a priority of four. It'll override most custom anims.

He said he would go back to it for review this comming week.

Thanks to Konigmann Lippmann for noticing the event, but my workaround is to add the following to the sit script:

CODE
moving_start() // runs on sim crossings, too!
{
if( llGetPermissions() & PERMISSION_TRIGGER_ANIMATION) llStopAnimation("sit");
}
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Blanc Noir
Architect
Join date: 23 Dec 2003
Posts: 41
04-27-2005 09:30
Yes, reapplying the animation is one *workaround*, but I'd like to emphasize to LL devs that it's not a solution. This is a bug that broke more than one of my vehicles/attachments. The default sit animation definitely should not be restarted at sim borders. If the animation is stopped, it should stay stopped.
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Dan Linden
Linden Lab Employee
Join date: 31 Dec 1969
Posts: 66
04-27-2005 12:29
After further investigation, this bug occurs if you stop your sit animation with llStopAnimation("sit";). After crossing a region bondary we restart the default sit animation - that's the bug - and because it was started more recently than the vehicles custom sit animation the default sit animation has priority.

This bug has been entered in our bug queue, but here's a workaround in the meantime. If you just play your override animation (at priority 4) without stopping the sit animation, your avatar will continue to correctly play the custom animation after crossing into the next region.

Dan
Cubey Terra
Aircraft Builder
Join date: 6 Sep 2003
Posts: 1,725
04-30-2005 11:42
From: Dan Linden
After further investigation, this bug occurs if you stop your sit animation with llStopAnimation("sit";). After crossing a region bondary we restart the default sit animation - that's the bug - and because it was started more recently than the vehicles custom sit animation the default sit animation has priority.

This bug has been entered in our bug queue, but here's a workaround in the meantime. If you just play your override animation (at priority 4) without stopping the sit animation, your avatar will continue to correctly play the custom animation after crossing into the next region.

Dan


I hope this one gets fixed, b/c you can only use the workaround by *creating* a new custom animation yourself, where you can adjust the priority. That's not an option for most people, who generally acquire their animations from 3rd parties.

Jillian's workaround successfully stops the sit animation, but it also causes the av to pop out of its seat and resit at every border. I don't think I can use that workaround, unfortunately.

Essentially, this means that *all* vehicles with a custom sit animation are broken until a fix is found. This is not a trivial bug.
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