Keyframed Motion & Prim Equivalency error
tracked
Wulfie Reanimator
If you rez a new prim (like the default cube) and try to call llSetKeyframedMotion on it, you'll get the following error:
Error, failed to play animation. Does your linkset exceed the complexity limit for keyframing?
This error is very vague and misleading. There should be more internal checks so a more specific errors can be given, or in this specific example the sim should update the object as I'm about to explain.
In this case the error happens because the fresh prim is under the old Prim Equivalency system. The current workaround is to make some change to the prim to bring it under the new PE system.
For example, adding a specular texture to the prim will fix the error. Changing the prim's physics shape to Convex Hull will also fix the error. I imagine the sim might be able to update the object's physics shape type when llSetKeyframedMotion is called, but I don't know all the possible side-effects.
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Signal Linden
tracked
Kitto Flora
This has been a problem since day 1. The error message is bad. Should say that object is Not Convex Hull. Users of KeyFramedMotion soon painfully learn to set object Convex Hull at least once. Making default rezzed cube Convex Hull at rez would bad - a hole in it would not then be physical, causing more confusion.
V
VriSeriphim Resident
Kitto Flora
As the OP said, it's a Prim Equivalency system problem, but a convex hull problem. Adding a requirement that an object be a convex hull would break many existing builds using key frame animation.
At the very least, the documentation should mention this error and this possible cause. Better would be to enhance the error message to also mention prim equivalency.