Open sl-service-account opened 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);
}
}
}
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)
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);
}
}
}
Using this script instead of the ZHAO certainly minimizes the cross leg bug.
I'm seeing a fairly repeatable pattern of strangeness though.
If I login wearing the wolf mesh and a HUD prim containing the script above, some logins will reproduce the cross legs bug consistently until I detach and reattach the AO HUD prim.
Observers will also see my wolf avatar cross the front legs each time I stop walking.
I demonstrated this problem at last weeks Bento UG (both Dan & Medhue saw it).
Whether or not this will reproduce seems very random, however I have an initial observation: I can reproduce this much more easily when using the Firestorm Bento merge viewer. Firestorm Bento will reproduce it roughly 4/5 logins. LL Bento will reproduce it roughly 1/5 logins. I have not worked out if this is triggered more easily on Firestorm Bento because of settings differences I have between the viewers or whether Firestorm handles animations differently in some way. Because it's quite erratic to reproduce it could be just coincidence that Firestorm Bento seems to reproduce it more readily too. If this bug turns out to be some kind of race condition then that would also explin why one viewer reproduces more readily then the other. Also to note - my Firestorm Bento build is 64bit, incase that makes a difference (could well do if it's a race condition).
When this bug reproduces on either viewer, detaching and reattaching the AO HUD prim has so far always fixed the problem. I have yet to see the legs cross after reattaching the HUD after login. Sometimes the front legs will slightly twitch when stopping walking but that is all.
Here is a gif showing the cross leg bug reproducing on Firestorm Bento after login: https://gyazo.com/531d6069c137956ff36d4972363f5cff
And here is the problem gone after detaching and reattaching the HUD prim: https://gyazo.com/f9a38925cbd83cb34c745f40ca41097f
Stat readings when bug was reproducing: http://prntscr.com/adaxhv
ZHAO-II-core 7/29.1
ZHAO-II-interface 7/21.1
Bug always reproduces 100% of the time on both LL Bento & Firestorm Bento.
Detaching and reattaching the ZHAO HUD does not help at all - still reproduces 100% of times.
Example on LL Bento: https://gyazo.com/8c9b38fd1898c5f56f776645fedc1181
Frequently the wolf avatar is deformed after login.
The deformation will persist until I move the avatar.
It doesn't matter how long I wait after logging in, I have to walk the avatar forwards for the wolf mesh to snap into shape.
As far as I can tell, this doesn't appear to be a case of BUG-7239 or similar. Instead it appears that the joints are not snapping into place until the avatar is walked.
Here is a gif showing how the wolf mesh looks before I walk: https://gyazo.com/42907436eb8d1f77e215cc0cb0327aa8
If I play an undeformer animation while wearing the wolf avatar, I see exactly this same effect until again I walk the avatar and then the mesh snaps into place.
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%)
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.
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', } ```