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[BUG-11538] Front legs crossing on Bento Mesh quad(animal) avatars. #1711

Open sl-service-account opened 8 years ago

sl-service-account commented 8 years ago

Steps to Reproduce

Testing animation overrides, especially the ZHAO. This bug is less noticeable when AOs use the llSetAnimationOverride function to override the animations, but this bug has gotten worse since the spine bones were added. Simply upload and wear the bENTOwolftest2 Mesh and add the animations I have provided to a ZHAO or a ZHAO2 animation override notecard, with the animation inside the hud.

Actual Behavior

When transitioning to idle from walk, or either turning animations, there is a noticeable crossing of the front legs of the avatar.

Expected Behavior

The idle animation and the walk, and turning animations should blend together during transitions.

Other information

Now, since the introduction of the spine bones, there also seems to be some strange movement of the torso during transitions. This also influences AOs using llSetAnimationOverride.

Attachments

Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-11538 | | Summary | Front legs crossing on Bento Mesh quad(animal) avatars. | | Type | Bug | | Priority | Unset | | Status | Accepted | | Resolution | Accepted | | Reporter | Medhue Simoni (medhue.simoni) | | Created at | 2016-03-08T19:42:46Z | | Updated at | 2016-03-23T21:18:46Z | ``` { 'Business Unit': ['Platform'], 'Date of First Response': '2016-03-09T19:01:27.571-0600', "Is there anything you'd like to add?": 'Now, since the introduction of the spine bones, there also seems to be some strange movement of the torso during transitions. This also influences AOs using llSetAnimationOverride.', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'System': 'SL Viewer', 'Target Viewer Version': 'viewer-development', 'What just happened?': 'When transitioning from idle to walk, or either turning animations, there is a noticeable crossing of the front legs of the avatar. ', 'What were you doing when it happened?': 'Testing animation overrides, especially the ZHAO. This bug is less noticeable when AOs use the llSetAnimationOverride function to override the animations, but this bug has gotten worse since the spine bones were added.', 'What were you expecting to happen instead?': 'The idle animation and the walk, and turning animations should blend together during transitions.', 'Where': 'SL Beta Grid', } ```
sl-service-account commented 8 years ago

Medhue Simoni commented at 2016-03-09T20:59:18Z, updated at 2016-03-09T21:02:38Z

With testing using the llSetAnimationOverride function, the crossing issue is minimumized. Here is the script Dan created to test this animations with.

string gMyIdle = "Wolf_idle1";

string gMyTurnRight = "Wolf_turnR";

string gMyTurnLeft = "Wolf_turnL";

string gMyWalk = "Wolf_Walk";

default

{

attach(key id)

{

    if ( id ) llRequestPermissions(id , PERMISSION_OVERRIDE_ANIMATIONS);

    else if ( llGetPermissions() & PERMISSION_OVERRIDE_ANIMATIONS ) llResetAnimationOverride("ALL");

}

run_time_permissions(integer perms)

{

    if ( perms & PERMISSION_OVERRIDE_ANIMATIONS )

    {

        llSetAnimationOverride( "Standing", gMyIdle);

        llSetAnimationOverride( "Turning Right", gMyTurnRight);

        llSetAnimationOverride( "Turning Left", gMyTurnLeft);

        llSetAnimationOverride( "Walking", gMyWalk);

    }

}

}

sl-service-account commented 8 years ago

Whirly Fizzle commented at 2016-03-10T01:01:28Z

Testing on Second Life 5.0.0 (311861) Mar 1 2016 15:38:39 (Second Life Project Bento)

When using Dans llSetAnimationOverride script

string gMyIdle = "Wolf_Idle1sp";
string gMyTurnRight = "Wolf_turnRsp";
string gMyTurnLeft = "Wolf_turnLsp";
string gMyWalk = "Wolf_walksp";

default
{
    attach(key id)
    {
        if ( id ) llRequestPermissions(id , PERMISSION_OVERRIDE_ANIMATIONS);

        else if ( llGetPermissions() & PERMISSION_OVERRIDE_ANIMATIONS ) llResetAnimationOverride("ALL");
    }
    run_time_permissions(integer perms)
    {
        if ( perms & PERMISSION_OVERRIDE_ANIMATIONS )
        {
            llSetAnimationOverride( "Standing", gMyIdle);
            llSetAnimationOverride( "Turning Right", gMyTurnRight);
            llSetAnimationOverride( "Turning Left", gMyTurnLeft);
            llSetAnimationOverride( "Walking", gMyWalk);
        }
    }
}

When using ZHAO script

When using Firestorm client AO

Additional observation 1

Additional observation 2

Testing systems

LL

Second Life 5.0.0 (311861) Mar  1 2016 15:38:39 (Second Life Project Bento)
Release Notes

You are at 128.0, 128.0, 21.5 in BentoExperimental1 located at sim10005.aditi.lindenlab.com (216.82.48.75:12035)
SLURL: secondlife://Aditi/secondlife/BentoExperimental1/128/128/22
(global coordinates 342,144.0, 342,656.0, 21.5)
BentoExperimental 16.01.19.310114
Release Notes

CPU: Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz (3491.93 MHz)
Memory: 16268 MB
OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce GTX 750/PCIe/SSE2

Windows Graphics Driver Version: 10.18.0013.6200
OpenGL Version: 4.5.0 NVIDIA 362.00

libcurl Version: libcurl/7.38.0 OpenSSL/1.0.1h zlib/1.2.8
J2C Decoder Version: KDU v7.2
Audio Driver Version: FMOD Ex 4.44.31
LLCEFLib/CEF Version: 1.5.1-(CEF-WIN-3.2526.1347-32)
Voice Server Version: Vivox 4.6.0017.21209

Built with MSVC version 1800
Packets Lost: 97/21,561 (0.4%)

Firestorm

Firestorm 4.7.8 (48864) Mar  9 2016 22:07:30 (Firestorm-FizzlefireBENTO) with OpenSimulator support
Release Notes

You are at 113.1, 137.6, 21.6 in BentoExperimental1 located at sim10005.aditi.lindenlab.com (216.82.48.75:12035)
SLURL: secondlife://util.aditi.lindenlab.com/secondlife/BentoExperimental1/113/138/22
(global coordinates 342,129.0, 342,666.0, 21.6)
BentoExperimental 16.01.19.310114
Release Notes

CPU: Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz (3491.94 MHz)
Memory: 16268 MB
OS Version: Microsoft Windows 7 SP1 64-bit (Build 7601)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce GTX 750/PCIe/SSE2

Windows Graphics Driver Version: 10.18.0013.6200
OpenGL Version: 4.5.0 NVIDIA 362.00

RestrainedLove API: RLV v2.8.0 / RLVa v1.4.10a
libcurl Version: libcurl/7.38.0 OpenSSL/1.0.1i zlib/1.2.8
J2C Decoder Version: KDU v7.7.1
Audio Driver Version: FMOD Ex 4.44.61
LLCEFLib/CEF Version: 1.5.3.FS6-(CEF-WIN-3.2526.1366.g8617e7c-32) (Chrome 47.0.2526.80)
Voice Server Version: Vivox 4.6.0017.21209

Settings mode: Hybrid
Viewer Skin: Firestorm (CtrlAltStudio)
Font Used: Deja Vu (96 dpi)
Font Size Adjustment: 0 pt
UI Scaling: 1
Draw distance: 256 m
Bandwidth: 1200 kbit/s
LOD factor: 3
Render quality: Ultra (7/7)
Advanced Lighting Model: Yes
Texture memory: 1024 MB (1)
VFS (cache) creation time (UTC): 2016-2-18T8:43:28 
Built with MSVC version 1800
Packets Lost: 1/7,684 (0.0%)
sl-service-account commented 8 years ago

Dan Linden commented at 2016-03-10T19:18:40Z, updated at 2016-03-23T21:18:47Z

Thanks for the info on this! My current theory is that this is a race condition between the HUD and mesh loading. I'm looking into finding a repro case that works here.