llStartObjectAnimation() & llStopObjectAnimation() no longer works on Animesh characters.
under review
Lucia Nightfire
llStartObjectAnimation() & llStopObjectAnimation() no longer works on Animesh characters.
Log In
Dan Linden
Testing on 26.3.0.31203661088 Win11.
I set 11 of these on Bug Island. The one centered at secondlife://Aditi/secondlife/Bug%20Island/169/159/27 is moving very slowly until you zoom in on it. After relogging, a different animesh will be playing slowly.
I removed one, so there were 10 total animesh, relogged, and they all played normally. I added an 11th and it played slowly.
I see the same thing testing on an older viewer, 7.1.10.10800445603 (circa 2024-09-17)
Lucia Nightfire
Is this the bug you are reporting, that they are playing very slowly, or something else?
Lucia Nightfire
Dan Linden
What you are describing is nothing more than the impostor system working.
This has nothing to do with that.
Again, this bug ONLY happens on the Lua viewer, whether that be 26.3.0.32302693173 or 26.4.0.33894281402.
I urge that you or Maestro only test on either of those two viewers.
So far, no one has tested on these viewers despite me repeatedly stating that this repros on them.
IDK how I can make that any clearer.
After sumbling upon something by accident (setting a problem animesh character's links to blank texture, dropping its complexity) I am 99% certain this IS related to complexity.
Whenever an animesh character exceeds 20k complexity, the bug occurs, no matter how many links or how many triangles, no matter if the mesh is all unique or not.
Advanced > Performance Tools > Show avatar complexity information
Again, turning off and on Animated Mesh or leaving the region and returning after a few minutes will show animations playing on characters over 20k complexity, but starting/stopping animations with them in frame does not render an update.
Dan Linden
Lucia Nightfire: Here's a video testing on the 26.3.0.32302693173 Lua Editor alpha viewer on Windows 11. The 11 animesh avatars animate when I start them. The 11th is impostored because the Max # animated avatars is set to 11.
Am I doing the repro steps correctly?
You could try renaming the C:\Users\YOURWINDOWSNAME\AppData\Roaming\SecondLife\user_settings\settings.xml and see if this issue repros with default settings.
Lucia Nightfire
Dan Linden
Setting Preferences > Graphics > Avatar maximum complexity from 20k to No limit prevents the bug from happening.
The thing is, I've had this value at the minimum for years and it is only now causing this issue.
It's like someone included a portion of the jellydoll code somewhere.
Animesh isn't supposed to use the jellydoll protocol, though.
Dan Linden
Lucia Nightfire: Setting Avatar maximum complexity to 20k does not repro the issue here. I'm testing on 26.4.0.35914774337 / Win11 at secondlife://Aditi/secondlife/Bug%20Island/163/154/27
Lucia Nightfire
Dan Linden
Since it wasn't stated, you didn't lower the slider to 20k and click the already animating characters to get them to stop animating?
At 20k, already playing animations won't stop either.
You'll have to move the slider to no limit, click the characters to stop animations, then move the slider to 20k, then click the characters again to verify animations won't start.
If they still start and stop for you with the slider at 20k, that is different.
If that is what you're stating, then I'll have to see if it is a combination of settings causing the issue.
Dan Linden
Lucia Nightfire: Okay, I see that bug! It repros in older viewer 26.1.1.23806384790 too.
What is the issue you are seeing that is different in the 26.4 beta (https://releasenotes.secondlife.com/viewer/26.4.0.35914774337.html) from 26.3.0.31203661088 Release (https://releasenotes.secondlife.com/viewer/26.3.0.31203661088.html)?
Repro steps:
* Start viewer
* Log into the Aditi grid at secondlife://Aditi/secondlife/Bug%20Island/163/155/27
* Set Preferences > Graphics > Avatar maximum complexity slider to 20000.
* Click the invisible boxes for the dancing animesh. (shift+ctrl+t to see them) (I see now that clicking only works for the animesh owner. This needs different test content)
* Observed: Some but not all of animesh will change animation state.
Lucia Nightfire
Dan Linden
There is no difference in 26.4. I started seeing this in 26.3 then when 26.4 came along, noticed it in that viewer.
IDK when this bug started, but it was not present when I was testing https://github.com/secondlife/jira-archive/issues/9925 &
Dan Linden
updated the status to
under review
Maestro Linden
updated the status to
needs info
Lucia Nightfire
Maestro Linden
Attempting to install 2026-08-03.30838755483 is blocked because I now have Second Life Release 26.4.0.33894281402 (64bit) installed, which also repos the bug. This does not repro with Firestorm or Firestorm beta.
I dug deeper and found that this does not seem to affect low link count animesh or animesh whose links are all the same mesh ID.
This seems to affect multi-link mesh whose links are all unique rigged mesh as it affects avatar mesh I am using as animesh.
With a few test characters, I can get them to animate if I delink them, and only link about 5 or 6 mesh links back. Greater than that and they don't respond with the test script. This sometimes includes just linking additional cubes to the linkset, but not always.
I also thought it had to do with triangle counts or bones used, but that doesn't seem to be a factor either. Maybe UUIDs?
Please God-Take the two animesh characters Charlie and Chloe at 162.4, 109.6, 35.6 in Mauve on aditi and test unlinking and adding links with them as they repro the issue. Thanks.
Maestro Linden
Lucia Nightfire: Okay, thanks for the context. I think we can consider this a viewer bug - possibly a 26.3 regression - since the same content animates appropriately on Firestorm release. I'm moving this to the viewer bug board to reflect that.
Since it's specific to certain types of animesh characters, could you send an example one to Dan Linden or otherwise let us know where we can find an affected character for testing?
Lucia Nightfire
Maestro Linden
I don't have any copy/trans animesh that repro the issue.
Please tell Dan Linden to God-Take the two animesh characters Charlie and Chloe at 162.4, 109.6, 35.6 in Mauve on aditi and test unlinking and adding links with them as they repro the issue. Thanks.
Maestro Linden
I can't reproduce this when using your test script on an animesh cat object: https://youtu.be/hWpYlYaXmXc
I'm using the 26.3 release viewer on server 2026-08-03.30838755483. This might be a regression in the Lua test viewer - can you reproduce this with the release viewer?
Second Life Release 26.3.0.31203661088 (64bit)
Release Notes
You are at 127.4, 127.6, 23.0 in Preflight3 located at simhost-0be97bd680c67540a.agni
SLURL: https://maps.secondlife.com/secondlife/Preflight3/127/128/23
(global coordinates 332159.0, 306048.0, 23.0)
Second Life Preflight 2026-08-03.30838755483
Release Notes
CPU: Apple M1 Pro (2400 MHz)
Memory: 16384 MB
OS Version: macOS 26.6.2 Darwin 25.6.0 Darwin Kernel Version 25.6.0: Fri Jul 31 19:18:49 PDT 2026; root:xnu-12377.161.14~5/RELEASE_ARM64_T6000 arm64
Graphics Card Vendor: Apple
Graphics Card: Apple M1 Pro
OpenGL Version: 4.1 Metal - 90.5
Window size: 1022x646
Font Size Adjustment: 96pt
UI Scaling: 0.75
Draw distance: 216m
Bandwidth: 10000kbit/s
LOD factor: 1.375
Render quality: 3
Texture memory: 12124MB
Disk cache: Max size 2150.4 MB (99.9% used)
HiDPI display mode:
J2C Decoder Version: KDU v8.4.1
Audio Driver Version: OpenAL, version 1.1 ALSOFT 1.24.2 / OpenAL Community / OpenAL Soft: OpenAL Soft
Dullahan: 1.24.0.202510081737
CEF: 139.0.40+g465474a+chromium-139.0.7258.139
Chromium: 139.0.7258.139
LibVLC Version: 3.0.21
Voice Server Version: Secondlife WebRTC Gateway 1.3.2-f048499/estate
Packets Lost: 1/5985 (0.0%)
September 10 2026 09:34:31
Lucia Nightfire
Environment:
Second Life Project Lua Editor 26.3.0.30154945611 (64bit)
You are at 37.2, 37.7, 24.3 in Jigglypuff located at simhost-0462d668818ec3f3b.aditi
SLURL: secondlife://Aditi/secondlife/Jigglypuff/37/38/24
(global coordinates 254,245.0, 268,582.0, 24.3)
Second Life Server 2026-08-03.30838755483
Test Script:
default
{
touch_end(integer i)
{
if (~llDetectedTouchFace(0) && (llDetectedKey(0) == llGetOwner()))
{
if (llGetInventoryNumber(INVENTORY_ANIMATION))
{
string animation = llGetInventoryName(INVENTORY_ANIMATION,0);
if (~llListFindList(llGetObjectAnimationNames(),[animation]))
{
llOwnerSay("Stopping the animation '" + animation + "'...");
llStopObjectAnimation(animation);
}
else
{
llOwnerSay("Starting the animation '" + animation + "'...");
llStartObjectAnimation(animation);
}
}
else
{
llOwnerSay("no animations in inventory");
}
}
}
}