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I am moving a number of animations to AVSitter2. Many of the animations are quite old which may be pertinent. For a majority of the poses, everything is working fine. For a significant minority, the following is happening: It appears that the animations in the notecard are working fine from the waist up. The hips and legs are stuck in a sitting position.

If I open the animations in the AVsitter prim and play them in world they work correctly.

My friend has the same animations and uses AVsitter2 and his animations play correctly.

I have all AO’s turned off.

I see in the AVsitter documentation a section on AVhipfix animation. I have used the hipfix and it does not solve the problem.

I had a friend or two come over and the result is the same for different avatars.

Restating the issue: For a number of animations in the sitter, the hips and legs are in a sitting position regardless of the animation being played.

 

As background, I created prims from scratch and linked them. I have the correct number of prims for AVsitter to work.

When you sit on an object with AVsitter, it plays a default animation. My default animation is a standing pose.

I have an animation killer and I have done the following:

Doing nothing but sitting on the prim, my upper body is in the correct position but my legs are in a sitting position ( I should be in a standing position).

First test: Once seated, I wear the animation killer and it kills the animations. Then I change poses and go back to the default pose and my legs are in the correct position, I am standing.

Second Test: Before sitting I wear the animation killer, it kills all animations. Then I sit on the prim. My legs are in a sitting position but I should be standing.

My best guess is by sitting on the prim, it is activating some default pose where my legs are in a sitting position and the animations, some of which are old, are being overridden.

Given AVSitter2 is widely used, my thinking is the prims I med from scratch are to blame.

I could strip everything out of the prims and put it into some old furniture but thought I would ask here first. Thanks for your time.

I have already asked in the in game help chat for AVSitter.

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On the surface, this sounds like it may be an issue with the animation priorities..

If any "higher priority" animations are running, then the "lower priority" animations do not change those joints, etc. changed by the "higher priority" animations..

..as I understand it..

I'm sure someone else will chime in and ask smarter questions!

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4 hours ago, Love Zhaoying said:

On the surface, this sounds like it may be an issue with the animation priorities..

If the animations are old, they might not have higher priorities than the DEFAULT hips/legs sit animations, so only the top half works, because the default is ONLY doing hips and legs,.

With equal priority animations, the winner is which ever the viewer gets told about LAST, either because it's the most recent started, or because it gets "refreshed" by scripted repeats of the start animation LSL command.

 

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I think since the same animations work well for your friend, this isn't the animations at fault here. 

I have had some strange issues with AVsitter lately where temporarily the pose takes a while to start or doesn't at all and I have to stand up and resit. I have no idea why.

I would examine your friends build with a fine toothcomb, repicating it as much as possible as far as scripts are concerned. Also which animations follow on. Second I would take the build to another region in case of sim issues. Thirdly, I would take all animations and scripts and put them into a new prim or prims (depending on sitters) to eliminate any prim property weirdness.

Wish you luck! And let us know how you get on please.

ETA: What happens when your avatar sits on their furniture? Perhaps we should also consider the possibility that something about your av is off? (I've had "bending backwards" weirdness that needed a skeleton reset and sure messed up my poses)

Edited by Emma Krokus
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Agree that it can't be the pose if the SAME pose works for your friend. Emma beat me to that by a minute LOL. 

The only thing that I can add is that for me and for always AVsitter 2 didn't play a default pose.  When you are setting up the poses  or animations the first sitter (0) uses the first pose you added (or the first one in your list which you can edit by hand). The second person sitting used the first pose or animation in THEIR list etc.  I have never used or even noticed the hip fix and have never had an issue. 

 

The new Firestorm (latest which was supposed to be fixed) is NOT fixed for me.  So I would try testing in the Linden viewer if you use FS.  There are quite a few issues still showing up for me. Not enough to go back to the previous but the previous DID work better for me :D. 

Also I found issues with poses and animations with the SENRA avatars (newest) so if you are using one of those that could be the problem.    

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Just now, Chic Aeon said:

Agree that it can't be the pose if the SAME pose works for your friend. Emma beat me to that by a minute LOL. haha

The new Firestorm (latest which was supposed to be fixed) is NOT fixed for me.  So I would try testing in the Linden viewer if you use FS.  There are quite a few issues still showing up for me. Not enough to go back to the previous but the previous DID work better for me :D. I was using Genesis viewer

Also I found issues with poses and animations with the SENRA avatars (newest) so if you are using one of those that could be the problem.  I'm using Maitreya 5.3 and LARA X.  

In case the above may be of interest.

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Thank you all for your replies:

Love Zhaoying: Yes, I agree, there is a higher priority animation running as I comment on below.

Zalificent Corvinus: Yes, correct, just what I think is happening.

Emma Krokus: I have tried it in different sims and get the same results. As you suggest, I will most likely strip all the scripts and animations out of the objects I created and move them to some piece of old furniture. It is not my avatar, I have had 4 different avatars try and the results are consistent.

Chic Aeon: You are correct on the first animation used when sitting. I intentionally made that a simple standing animation for both sitters and for both it shows them sitting when they should be standing. With respect to the viewer, I have not update Firestorm and everything else works fine.

What I did do was “build” a cube. When I sit on the cube, my legs assume a sitting position. This sitting position, at least the hips legs and knees, is exactly the sitting position I am getting with my AVSitter build. That said, there must be a default sitting animation in any cube you build. It is not listed and I do not know how to turn it off. From a curiosity point of view, I would like to know how it works. From a practical point of view, I do not want to spend time fighting with it. I will as I said above just move the scripts and animations to some old furniture and try again.

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On 1/3/2024 at 6:33 PM, Aragorn Schism said:

My best guess is by sitting on the prim, it is activating some default pose where my legs are in a sitting position and the animations, some of which are old, are being overridden.

Yes, the avatar body is always playing internal animations in the background, no matter what animation you are playing on top of it. Some of those, like sit, have crazy high priority of 4. You cannot turn them off as they are holding avatar bones in place, you can only override them with other animations.

To check if this is a problem caused by internal animation, you will need two information, internal animation priority and priority of the animations currently playing on your avatar.

Here you can find the priorities of internal animations: https://wiki.secondlife.com/wiki/Internal_Animations

To see animation priorities go to Advanced - Character - Animations info. It may differ in various viewers and it is more understandable if you are wearing system avatar, no bento heads or body. After activating it a bunch of lines will show over your head with info of every animation that is currently playing with their priorities.

Untitled.jpg.cb291cbb9c173b81b1d7175aaf988ed2.jpg

 

What is confusing is that you have a problem only with the lower body part of the animation. Usually, that would mean that only the upper body of the uploaded animation is actually animated and lower body bones are simply at zero, so what ever other animation is playing at that moment will take over the no-animated bones.  It is called partial body animation and often is used for eating/drinking animations. But you are saying that in some other cases animation is playing properly.

To check if the animation you want to use is partial body animation, play it from inventory and start walking with internal animation and your AO completely detached. If your lower body is in walk animation and upper body is in animation you want to play, than you have the case of partial body animation. If not problem is somewhere else.

Yes, this might be a case of the same priority animations, but, usually when animations are taking over, they are taking over the entire body not part of the body.

When setting up the priority of the animation, the animator has no option to setup the different priorities of different parts of the body, so animation priority is showing the overall priority of the animation. What I am trying to say is that the upper and lower body cannot have two different priorities.

AvSitter is blind for problems like this one is, it will play only one animation for one avatar at the time , and it can not layer the animations.

So the best advice i could come with is, go back to your system avatar, turn of and detach any AO or other HUD you might wear, and first test animations from your inventory to be sure you are not dealing with partial body animations. Then, check the priority of the animation you are playing from inventory - if the priority is lower than internal animation, then anything is possible.

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Thank you very much RohanaRaven Zerbino. Everything you say is correct and that animation view confirms what I have suspected. Trying to be brief, here is what I know so far

I build a cube and I sit on that cube. This activates “sit* - 4” animation which is the Linden Labs internal sitting animation Level 4. This animation is I think a waist down only animation. I ran some tests and I think that is accurate. This animation is overriding my standing animation which is Level 3. It all makes perfect sense.

From a practical point of view AVSitter is a widely used set of scripts, hundreds of developers use it. Working with my friend, we have used the exact same scripts and the exact same animation and we are getting different results. My best guess to explain this is as follows:

You need to place the scripts and animations inside some “thing” that exists in world. I am deliberately using the word thing here because I am not sure of the precise terminology. Reading the different instructions/tutorials for AVSitter, I have seen the words prim, object and furniture used.

When I sit on my friends AVSitter build, it does not activate the sit* - 4 animation.

When I sit on furniture built by other creators, they do not activate the sit* - 4 animation.

When I sit on my AVSitter build, the sit* - 4 animation is activated.

Logically I need to find a thing into which I can place the scripts and animations where when I sit on it, the sit* - 4 Linden Labs animation does not get activated. I am sure it is very simple but I have no idea how to proceed.

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Posted (edited)
Thank you all for responding. The issue has been resolved. 
For the curious, included in the animations in my AV build was an animation appropriately called sit. 
Whoever assembled this animation used the Linden Labs internal sitting animation, sit* - 4.  
Inside of an AV build this animation was always active and being a Level 4, was overriding many of the other animations in the build.
Once this animation was deleted, everything worked fine.
Edited by Aragorn Schism
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