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Priorities, or is something else I have wrong?

Griptape Pro
Registered User
Join date: 9 Nov 2006
Posts: 46
04-20-2007 09:07
So I'm trying to override the walk animation, but any time I set the priority to less than 4, it won't override it, and I still end up with the default walk. But I want to be able to override my new walk and do another animation and then go back to my new walk animation after it has played. But I can't set the priority higher than 4, so I'm kind of stuck. The only animation I've been able to play that does more than wiggle the arms a little bit is the SL default avatar_backflip.bvh and the sleep and dead animations. Is this a priority issue, or is there something else here I'm missing?
Maya Remblai
The one with pink hair.
Join date: 25 Mar 2006
Posts: 434
04-20-2007 11:40
This may be caused by the same bug that messes with extreme AOs, like those used by Tinies. Basically it seems, from my experience, that SL momentarily forces default animations, even low-priority ones, over the extreme poses, causing a "popping" effect. That popped up a couple of months ago, and has gotten worse over time.

It could also be that you're trying to play low priority animations over your walk. Most of SL's default animations are 3 or lower, though sitting and some other motions are 4. The good news is that any priority 4 animation will override other animations when triggered, including other 4s. That's why my TinyQuad avatars can use gesture animations, even though most of the AO animations are priority 4. As long as the gesture animation is also priority 4, it will play unless it gets overridden itself.

Needlessly complicated.
/me files another bug report
Griptape Pro
Registered User
Join date: 9 Nov 2006
Posts: 46
05-02-2007 18:28
For anyone else who may have the same problem, I overcame this by moving every joint on my T model frame slightly. Seemed to do the trick for overriding default movement.