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Trouble with animations sticking

Edit Seifert
Registered User
Join date: 20 Nov 2005
Posts: 3
06-30-2009 12:37
I have a syncronized pose ball script that randomly sticks the avatar into the animation when they stand from the ball. Does anyone know why it does this? Are there any fixes?
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
06-30-2009 22:56
From: Edit Seifert
I have a syncronized pose ball script that randomly sticks the avatar into the animation when they stand from the ball. Does anyone know why it does this? Are there any fixes?

without seeing the script, not really... but at a guess the creator forgot to check which avatar was still on the pose ball in the changed event, and just assumes its a certain one (I'd guess that it only happen if the av seated on a particular poseball gets up first, or if the first seated one gets up first? that'd be the telltale behavior.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
07-01-2009 01:59
There's a brief interval after one stands during which the script retains PERMISSION_TRIGGER_ANIMATION. Often, poseball scripts stop the running animation during this interval (in the changed() event handler, when llAvatarOnSitTarget() == NULL_KEY). I suppose the script may be pushing the anim during that interval.

That would seem more likely if the poseball in question were *sequenced* instead of *synchronized*--that is, if it had more than one animation in the poseball that it plays in a series, controlled by a timer. Maybe, if the timer fires again quickly enough after the agent stands it might be able to sneak in one last llStartAnimation() that never gets stopped by the script nor by the inherent effects of standing up.

Another thought: Do all viewers see the spurious "stuck" animation, when it happens? (I'm thinking of lost or out-of-sequence packets--in which case it shouldn't be limited to just this one poseball, however.)
Edit Seifert
Registered User
Join date: 20 Nov 2005
Posts: 3
Re: stuck animation
07-01-2009 10:53
The pose ball set is syncronized. the animation sticking is either ball script and very random. I have noticed that on multiple viewers it is noticable on one and not on the other sometimes. the stop animation works sometimes. I have also noticed that if I get back on the ball set and hop off the problem stops.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
07-01-2009 13:29
I'd go with Qie's guess then...
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Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
07-01-2009 13:33
A few versions ago, The SL viewer started (trying to) automatically stop animations at stand time, so some scripts have put too much trust in the viewer and haven't been explicitly stopping the animations. You might check the script and see if it's bothering to do llStopAnimation at all.
Edit Seifert
Registered User
Join date: 20 Nov 2005
Posts: 3
Re: stuck animation
07-02-2009 09:26
Alright. Thank you everyone for you advice. :)
Christian Sandell
Registered User
Join date: 22 Feb 2007
Posts: 1
07-02-2009 11:48
It affects the the second person to get on the sync set. Each script in each ball is identical
except for the linkmessage to each other . Male sends "MALON" and "MALOFF" to female ball..and Female ball sends "FEMON" and "FEMOFF" to the male ball. When an avatar hops off a ball it creates a list of currently playing anims for the "specified" AV key..and runs a loop to stop each current animation in the list. This seems to be working, and the AV stops all anims ...but after its done sometimes randomly an animation slips back and starts playing instantly after AV #2 has jumped off the ball. It doesn't affect the first AV to jump on the ball. AV # 2 can stay on the ball and AV# 1 can jump off without a glitch. Just what I have noticed also.