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Jerky loop trouble

Jesse Murdock
Moves You
Join date: 23 Jun 2004
Posts: 149
01-15-2006 07:57
From: Archanox Underthorn
Just wondering, is the animation looping from 0 to 100? Or did you set it to loop just a segment of the animation? There's an issue that was posted in another thread about this drifting when looping an animation settings other than 0/100.


Sorry I haven't been keeping up on my email. It was a full loop. I have seen the partial upload loop bug, and try not to use the uploader to cut anything with anymore.
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The writing's on the wall...
Luth Brodie
Registered User
Join date: 31 May 2004
Posts: 530
01-15-2006 07:58
From: Ben Stravinsky
I posted to the lindens about all my "new" issues with animation. Even though i've not had a problem in over a year untill this last month.

Their response....."Take a picture so we can see and maybe pin point the origin of the problem"

ROFL....take a picture? thats gonna help a whole heap when it comes to animation.

Now ive given up.


Please do not give up.

Yes I saw that post. That is the same thing they told us in early Dec which is when I sent in my bug report. Since I had not heard back from them I made another linking Stroker's origional hotline post and this thread. I have been asked to send in examples.

Also I had Altrumia out and showed her the ones that I had.

*edited*

I figure that the best way to get them no to put this bug on a to do sometime maybe never shelf, is to have as many people as possible to submit. The more we flood them with examples of what is going on, the more (possibly) that the will look at. Also, the more residents that submit the more they will realize it's not just one resident's fluke.

I am currently compling a folder of bugged animations to send to Torley and Altruima along with a notecard of what the issues are that we have found. Could anyone who has been having these issues send me examples and I will send them along with mine. I figure that if they are in one folder, they will not get lost in the inventory :) Or send them yourself if you feel more comfortable.

I will also be following up on this as to make sure this gets fixed ASAP.

Cheers.
Luth
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"'Aarrr,' roared the Pirate Captain, because it seemed a good way to end the conversation."
The Pirates! In An Adventure With Scientists.

Reel Expression Poses and Animations:
reelgeek.co.uk/blog
Jonny Dusk
The ArtIst of War
Join date: 29 Sep 2004
Posts: 477
01-15-2006 13:19
I still have to test Seagels fix from the link, but once I do good or bad, I'll send you the one's I've done that bug out.

I'm thinking that it should work, understanding the logic of "moving" EVERY joint at least a tad.

This would give that bone "something to do" on frame 2 instead of doing, literally, the same thing it's doing in frame 1, which would be ?"setting itself for SL" so it has no choice but to continue "looking" for some kind of "set" position, which you don't see in the animation. If set is say X and the next frame doesn't give it something other then X, eventhoughit's keyframed "it" doesn't think it's got any instructions and keeps wiggin lookin for set, if frame to is now moved to "Y" ("X" + 1 degree twist) it should now KNOW what it's supposed to do on frame 2.

LOL well, it sounds good anyway ;)

I'll be testing by tomorrow, day after maybe ;) Letcha know how it goes!
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The ArtIst Of War: Jonny Dusk
5ifth Order

5ifth Order Animation Array: Discussion Thread
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
01-15-2006 14:29
Just to let ya guys know I'm very curious about all this "Jerky loop trouble" and since I'm a big fan of kewl anims in SL, you can bet I want them working right--I'm clearly not the only Linden who does either!

And yesh I will say to have PLENTY of examples of what's going on really helps illustrate it... it's like a boat being loaded up with fish, OMG! I CAN SEE ALL THE FISH! Or in this case, I CAN SEE ALL THE WONKY ANIMS!

Keep posting new discoveries! :)
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Ricky Shaftoe
Owner, "Rickymations"
Join date: 27 May 2005
Posts: 366
01-16-2006 22:33
I'm so glad Luth pointed me to this thread, because I'm having the exact same problem with drifting feet. I stick those feet in the ground in Poser -- with or without Inverse Kinematics -- but by golly they slide all over the place in SL. This is a *major* problem!

I think I also see a little of the jerkiness Jesse and others describe. E.g., I have feet stock-still in Poser, but they jump around (or slide) in SL. It's driving me nuts!

I'm glad to hear at least one Linden is aware of this issue. It's a real show-stopper for animators. I gave a few sample "problem" anims to Luth to pass on to the Lindens. In each, my swaying slow-dancer is in fact sliding around as if she is on skis. I'm happy to send pz3 files or SL anims or both to whomever would find them helpful.
Riann Maltese
!@%$#
Join date: 20 Jul 2005
Posts: 35
01-17-2006 10:20
From: Luth Brodie
Riann.. did that work out for you?


Yes compensating worked out for me. It does not eliminate the jerkiness that people are seeing. It indeed creates more jerkiness due to miniscule movements during compensation, and my lack of modivation to get it absolutely perfect.
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
01-18-2006 22:18
BTW, having experienced this personally now, I sent in a bug report and pointed to this thread. Thanx for sending me the anims, Luth--and if you've got this problem too, please send a bug report (that's HELP menu ---> REPORT BUG) so that we know you've experienced this for yourself as well! Any and all additional observations are welcome.
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Stroker Serpentine
Unadultercated
Join date: 8 Nov 2003
Posts: 202
01-23-2006 01:01
Yes...thanks to all who have made this a prevelant issue..lets see if anything gets done.
Not to be a pessimist, but a good portion of us filed bug reports/posts MONTHS ago.

Thanks Torley and Luth
Ricky Shaftoe
Owner, "Rickymations"
Join date: 27 May 2005
Posts: 366
01-23-2006 06:59
I'm glad to hear this is on the Linden radar screen. It is far and away my biggest issue with the game.
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
01-26-2006 20:13
G'DAY SL ANIMATORS!

Just wanted to post an update to this... this is a KNOWN issue and will be FIXED in a future version of SL. For more details on when, keep looking at Known Issues with the release schedule 'n' all.

:)
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Ricky Shaftoe
Owner, "Rickymations"
Join date: 27 May 2005
Posts: 366
01-26-2006 22:24
That's great news, Torley! I didn't see a timetable in the Announcements sections, but I heard a rumor a fix might be in as soon as next week. Is that true?
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
01-26-2006 22:27
From: Ricky Shaftoe
That's great news, Torley! I didn't see a timetable in the Announcements sections, but I heard a rumor a fix might be in as soon as next week. Is that true?


I didn't hear that rumor but it'll be scheduled ASAP I hope! :)
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Luth Brodie
Registered User
Join date: 31 May 2004
Posts: 530
01-27-2006 07:30
From: Richard Linden
Mea culpa. It looks like I mistakenly made things worse in an attempt to improve the quality of uploaded animations.

The hip animation problem should be fixed in the next 1.8 release (hopefully next week).

Richard N.


This was posted yesterday in a different thread about the same issue.

Thanks everyone for all the research so they could figure out the problem quicker :) Not to mention all the examples sent inworld to prove its not just one looney resident.
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"'Aarrr,' roared the Pirate Captain, because it seemed a good way to end the conversation."
The Pirates! In An Adventure With Scientists.

Reel Expression Poses and Animations:
reelgeek.co.uk/blog
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
01-28-2006 17:20
From: Luth Brodie

Thanks everyone for all the research so they could figure out the problem quicker :) Not to mention all the examples sent inworld to prove its not just one looney resident.


Yup I always find that's like a bunch of eyewitnesses at the scene of a crime... in this case, a HIP CRIME! RUR RUR RUR.

But seriously, new info has been formalized in the latest UPCOMING FIXES if anyone hasn't seen it yet:

From: Karen Linden
__UPCOMING FIXES__

We are working on fixes for the following issues for the next release of Second Life:

* Avatar hip movement looks wrong when using uploaded animations
* You should only be able to zoom in on a HUD attachment if you are in Edit mode
* Linked prim sometimes disappears after an object update (llSetColor, llSetLinkColor) in complex scripted objects
* System reports 256MB VRAM, but 128MB is selected for Graphics Card Memory instead and cannot be increased

It's always possible that we will NOT be able to fix these issues in the next release, but we're giving it our best!


Emphasis mine.
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Craig Altman
Second Life Resident
Join date: 11 Nov 2004
Posts: 131
01-29-2006 00:54
Please tell me this "fix" will not be retro-active and I wont log in to find all the ones I have made(and sold) in which I compensated hugely in poser for SLs various hip related problems, will look completely wrong.

I can think of at least 6 I have off the top of my head, in which I had to make the anim look ridiculous in poser to make it look ok in SL, it took a lot of weeks to do this and Im sure going to have a lot of annoyed people IMing me when they all suddenly look ridiculous in SL.

Can you tell me if already uploaded anims are like "cast in stone" and will remain as they are now or are anims in SL simply a BVH that is read when the anim is run according to how SL currently understands them(or doesnt in this case) ?
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
01-29-2006 01:08
^ It won't change your already-uploaded anims! "Cast in stone" is a parfait way to put it. :)
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Craig Altman
Second Life Resident
Join date: 11 Nov 2004
Posts: 131
01-29-2006 01:38
Lovely, thankyou
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
01-29-2006 01:48
Welkies! Animate on! :)
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Ricky Shaftoe
Owner, "Rickymations"
Join date: 27 May 2005
Posts: 366
01-29-2006 08:10
Craig, I'd been wondering how you managed to get the legs in your "waltz" to look plausible. Every dance I try to upload looks like ice skating. :)

I'm counting the day til this update!
Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
01-29-2006 08:51
Torley, I'm really pleased to hear that SL will fix some bugs. But I've not encounterd this trouble that everybody is annoyed. Recently, I've made a couple of walking and running animations but they have worked just fine.
Does this bug have some triggers? This kind of disclosure would give ppl an interim help until the next update.
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:) Seagel Neville :)
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
01-29-2006 13:42
From: Seagel Neville
Torley, I'm really pleased to hear that SL will fix some bugs. But I've not encounterd this trouble that everybody is annoyed. Recently, I've made a couple of walking and running animations but they have worked just fine.
Does this bug have some triggers? This kind of disclosure would give ppl an interim help until the next update.


I don't know of anything specific to avoid beyond the obvious (not rolling the hip and related parts, which limits what you might want to do), although I'm not an animator so I haven't delved deeply into this.
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Stroker Serpentine
Unadultercated
Join date: 8 Nov 2003
Posts: 202
Not rolling hips...
01-29-2006 18:11
Not rolling hips??

LOL..well that kills dancing and sex!

Its been almost 3 months now, I have given up on animations.

FIX THE BUG FGS!!

(p.s. thanks Luth and co. for all your help in bringing this to LL's attention)
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
01-29-2006 18:13
From: Stroker Serpentine
Not rolling hips??

LOL..well that kills dancing and sex!

Its been almost 3 months now, I have given up on animations.

FIX THE BUG FGS!!

(p.s. thanks Luth and co. for all your help in bringing this to LL's attention)


The fix is planned to make everything good as you remember it... as I'm sure you've read earlier. :)

Once again for enthusiasm:

/52/4e/82744/1.html#post863506/52/4e/82744/1.html#post863506
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Ricky Shaftoe
Owner, "Rickymations"
Join date: 27 May 2005
Posts: 366
02-01-2006 09:00
No fix in today's update? :(

From: someone
Second Life 1.8.2(9) Jan 31, 2006
================================
* Tab and enter once again move cursor through fields in Edit pane
* llDialog now displays a message showing from where the dialog originates
** When triggering an llDialog event on an object called "Object" owned by "Karen Linden," "Karen Linden's Object" w
ill be indicated as the originator of the dialog
* Classified Ad locations now are shown with more precision on the World Map
* Debug > Show Updates option is once again functional
* New "recommended" Graphics Card Memory setting displayed for some system configurations
** Graphics Memory Size is determined by two things:
*** The amount of memory your graphics card has (VRAM)
*** The amount of system memory you have (RAM)
** A system that has lots of VRAM but little RAM, we will recommend a lower setting than your actual VRAM to improve
performance:
*** For a machine with 256MB VRAM and 256MB RAM, the recommended Graphics Card Memory setting is 128MB
Steve Patel
Registered User
Join date: 4 May 2004
Posts: 39
02-01-2006 11:56
Nope, I asked on the hotline last night. Guess it's just not a big priority that everyones been waiting to upload animations.

Just have to wait another week to upload them, that is if we're luckly and they do fix it by then.
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