I've got a device which cycles through all of the built-in anims and lets you build up collections of them- I could toss out one to anyone want to test this bug :-)

~ Marv.

Dante Tucker wrote:


On Fri, Jan 16, 2009 at 1:00 AM, Stickman <[email protected] <mailto:[email protected]>> wrote:

    Pathfinder Linden suggested I post this issue to this list. Of which I
    am thankful, because I've been meaning to subscribe to it for a while
    and haven't gotten around to it, and now I had a direct link to it.

    The subject-line bug is here:
    https://jira.secondlife.com/browse/SVC-3669

    In version 1.24 and before, we could play a large number of animations
    on top of each other.

    Version 1.25 only allows for 11 simultaneous animations. When you're
    standing, two spots tend to be taken up by stand and stand_# lowering
    it to 9. Either user animations don't knock built-in animations off
    the list, or the built-ins replay themselves often enough that they
    don't stop playing.

    The issue became apparent to me when a Seawolf Dragon (
    http://www.seawolf-monsters.com/wiki/Dragon ) walked into a 1.25.3
    server and started waddling on two legs.

    Deformations, which is what the dragon uses to be large yet maintain
    articulate joints ( https://jira.secondlife.com/browse/VWR-2242 ),
    uses 18 animations to fully deform an avatar as there are 18
    animatable parts to the avatar. When only 11 will play you get a
    dragon with stumpy, overlapping limbs. When you try to undeform the
    avatar back to their original shape, you don't fare much better. I
    like to call it "teleporter accident" syndrome.
    http://stickman.mach5.org/temp/teleporter_accident.jpg (SL screenshot)

    During normal use, since the deformations need to be always playing,
    the AO's stand/walk/fly animations will fall off the list as new
    animations play.

    While my issue with the bug is specific to the Seawolf Dragon avatar,
    I'm wondering if anyone else is aware of products that use a large
    number of simultaneous animations that this would effect. I've had a
    few ideas for products that would use a lot of animations, but not
    done development on them. And I don't get out much to see what the
    rest of SL is up to.

    Also, comments or votes on the issue would be appreciated.

    Thanks,

    -Stickman
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It was decided that this limit would be increased to around 30. This was posted by Prospero Linden on the Second Life forum. It just has not made it to the jira yet.

Here is the post http://forums.secondlife.com/showpost.php?p=2288725&lang=en <http://forums.secondlife.com/showpost.php?p=2288725&lang=en>

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