Animation Sequencing Timing Discrepancy - Request for Clarification and Support
tracked
RohanaRaven Zerbino
Please note: I'm not asking for anything to be changed, quite the opposite. I'm just looking for information on how sequencing timing actually works, so I can work with it more precisely.
SL has had a long-standing issue with animation sequencing. It’s been consistent over the years (I’ve been animating in SL since 2010 and aware of the problem since 2012) and shows up across all major animation systems used so far. (MLP, Perfect System, AvSitter).
Types of animation sequences:
In SL, animation sequences are used in two ways:
- Standalone animations arranged into a scene ('quasi' sequences)
- True sequences, where one long animation is split into smaller, timed parts.
I'm specifically talking about the second type, the
true
sequences.Problem:
Individually, the animations play for their intended duration, but when scripted into a sequence, there's a consistent mismatch in timing.
• Animations are played for slightly less time than their actual length.
• For example, an animation that is exactly 46 seconds long in playback wait time must be set to 44.5 seconds in the sequence to function correctly.
• Only animations that are exactly 60 seconds in length appear unaffected.
• It’s like sequencing scripts are using their own internal timing system.
What It Is Not:
Through extensive testing, I have ruled out several common variables:
• The issue is not caused by the animation format (both .bvh and .anim are affected).
• It is not related to framerate. I’ve tested it with random FPS between 10–30, but the problem exists regardless of FPS.
• It does not depend on whether the animation is looped or non-looped.
• The presence or absence of easing in/out settings does not affect it.
• This issue isn’t limited to just one animation system. It has appeared in all systems that use animation sequencing: MLP and Perfect Sitter in the past, as well as AvSitter today.
• Also, this behavior is consistent throughout different viewers.
The Challenge:
Because there is no documented formula for adjusting timing, animators are left to rely on trial and error to determine the correct values when sequencing animations. This becomes an enormous time sink, especially when working with complex animations.
I tried calculating the needed adjustment as a percentage of the original animation length, but it didn’t hold up. It seems to follow some kind of logic that’s beyond my grasp.
What I’m asking for:
I’m not asking for any changes to how sequencing currently works on the grid or in the viewer; changing that would break existing content, and that’s not the goal.
What I’d really appreciate is just some clarity - either:
- A clear explanation of why animation timing gets distorted during sequencing.
- A method - or even just a formula - animators can use to accurately adjust/recalculate animation lengths when sequencing.
- If that’s not possible, then some kind of tool or viewer feature that shows the “sequencing-effective” length of an animation would be a huge help.
Just having access to this information would save hours of trial and error and make it much easier to create polished, smooth sequences.
Why this is important
With relatively little effort on your side, this could unlock new potential for immersive experiences across Second Life.
Tool for fixing the timing issue could actually open up a whole new creative space.
Properly timed animation sequences allow for smooth coordination with props, scene changes, and multi-character interactions. It would make advanced visual storytelling more accessible to animators and designers, and that would seriously enrich what's possible for interactive and immersive content in SL.
I believe this is an opportunity for improvement that can happen relatively fast if LL provides information.
Please, let's not miss it.
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Meg Madrigal
I could not agree more with Rohana's request, and hope the information comes quickly. It would help me in my use of nPose and open source AvSitter
Ria Brianna
I am a customer of Rohana, I have no experience of animations. Her animations are the best in SL and anything that helps animation creators make better animations is all good. I hope you get the changes you need Ro!
blakkee Resident
Im with Ro, because her animations benefits the entire community. The way we move and function in SL is important. If we can track this and support this as a productive change. Thank you in advance for a solution to the matter.
artik72 Resident
I absolutely agree with Rohanna, I also deal with long-sequence dances, more than 5 minutes, and not even the solution of modifying the ratio and calculation of easy in/easy out has changed the problem. hours of attempts to build a fluid sequence, and try it in various regions to test even if the lag has an influence on the issue. in every place where the sequence is played, the latter takes on a different behavior, apparently without any motivation. Please follow the question because actually animating a virtual world is always very demanding, even having to face all the limitations that the grid asks us to observe.
Wren Renfort
Seems to me that this will benefit everyone. Thank you RohanaRaven for pointing this out.
Spidey Linden
tracked
Issue tracked. We have no estimate when it may be implemented. Please see future updates here.