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Nimbus Rau
Salmon pie? Where?
Join date: 15 Apr 2007
Posts: 292
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09-09-2007 20:12
I use the Franimation script to make AOs for the avatars that I make. Mostly it works really well; but now and then when the AO is in use, I get the following error message pop up: cat quad AO: Unknown animation state 'Init' ("cat quad AO" being the name of the prim holding the Franimation script and the animation list notecard).
This message seems to be the only problem - the animations run as per usual, and the AO generally seems to be behaving itself quite normally. Is this error anything I should be concerned about? Is it possible to get rid of it?
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Bloodsong Termagant
Manic Artist
Join date: 22 Jan 2007
Posts: 615
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09-10-2007 07:54
heyas;
ive seen this happen when teleporting from one spot to another inside one sim. it doesn't seem to happen at any other time. and, it doesn't seem to bother the ao. (mostly i use tiny aos, and the avatar doesnt even unfold or anything when that error pops up.)
so i wouldnt worry about it. i think you can turn it off with a debugging switch inside the franimation script, and then the script won't report any errors. (nor, i think, its start up freemem report.)
while we're here, there's other optimizations the franimation overrider could use. i have the "flip mod" version, which uses a .25 second timer poll rather than the default .001(??). i've also gutted the listener out of mine, because it uses an open listener and that can produce a lot of lag.
since you are using it for a specialty avatar (a quad) rather than just a fancy walk, there's not much reason to have it able to turn off at all. after all, if you turn off your quad ao, then your avatar stands up, and your quadrupedal look goes all out the window.
however, ive just discovered there IS a slight need for turning off such ao's. for using add-ons that have their own animations (i just got tiny rollerskates for my ferret), and sometimes for vehicle scripts (although i think these can work just fine by cancelling the sit animation by name). but if you leave the listener in for that, you might want to consider using a channel other than 0 for it.
or, you could just put the ao on a hud, and make it a clickable button to turn it on and off. with NO listeners at all! im working on a mod like this for the script, which i want to post this week.
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Why Johnny Can't Rotate: http://forums.secondlife.com/showthread.php?t=94705
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