Speed Enhancement Animation Jittering
tracked
Ziel Omizu
Since I'm having the same issues as a similar issue previously marked as "closed" I could find ( https://feedback.secondlife.com/scripting-bugs/p/bug-prevents-feral-running-speeds ) - and have been for years, waiting for a supposed fix, but no visible feedback here otherwise - I've decided to open this feedback with further description of behavior.
This is an issue that disproportionally effects the animal avatar communities, as speed enhancement above the default SL speeds is common. However, I imagine this would also cause issues in the use cases of giant avatars as well, alongside anyone who wants to use basic speed enhancements on their avatar.
Please let me know whether or not this is being tracked / addressed, or if this feedback needs to be submitted anywhere else more appropriate.
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Maestro Linden
updated the status to
tracked
Maestro Linden
Hi Ziel Omizu, the other feedback issue you reference was reporting that scripts cannot make an avatar move faster than default walk speed for more than 2 seconds at a time, which is definitely not the case from my own testing with the 'Faster Walk' v1.3 attachment that you link to. We weren't able to get feedback from the teegle creators about how their scripts are trying to trigger faster walking, so the issue was closed.
Like you say, I do see awkward animations when using the 'Faster Walk' v1.3 attachment at the 'run' setting. Testing with Second Life Release 26.2.0.25386466510 on Second Life Server 2026-07-10.29110850825 , it looks like this: https://youtu.be/wYU0wP8yFjM
In the video, the attachment is used in 'Run' mode. The Develop→Avatar→Animation Info option in the viewer is enabled, to show the animations currently active on the avatar.
The avatar animation looks awkward while the attachment is active, due to an apparent thrashing of 'walk_new', 'run_new', and 'stand' animations playing concurrently on the avatar. When the attachment is not worn, walking looks normal, with a steady playback of 'walk_new' and 'walk_adjust' animations contributing to the walk animation.
The 'Faster Walk' attachment is shoving the avatar with a constant force to make them move faster, similar to what might happen if one had a forward-facing rocket strapped to their back, so it's not a huge surprise to me that the resulting motion is different from walking regularly.
I suspect that LSL might need a new API that's actually targeted at agent locomotion speed to support modified walk/run speeds properly in the animation system. But even without that feature, there might be room to make animations look better when moving at custom speeds.
Ziel Omizu
Maestro Linden Thank you so much for your response! That video shows exactly the behavior I've been experiencing, and multiple animation triggers are what the debug feedback on the Teegle AO end was giving as well. Yes, using push forces was (and often is) the method used to increase avatar speed, going by theirs (as the only ones I can directly access to look!)
Tapple Gao did Teegle's scripts, they would have been most appropriate to contact about the issue. I am not a scripting wizard myself - I've just got this lovely luck as the guy who always runs into the weird glitches, so I started giving feedback (to multiple dev teams), and got decent at relaying behavior and debug output!
Now, what I was wondering - is why this problem does not occur when wearing their TeeglePet animesh horses as an attachment (not a vehicle), which also have speed increase built in. It appears as if animesh is technically another skeleton and seems to be treated as "an avatar" via rendering settings feedback - I'd think it'd be part of the avatar when worn, so I'm not sure why the animesh animations seem to play fine VS avatar animations under the same circumstances.
Whether it's LSL / API adjustments, or another feature - I've seen discussion in the feedback here on varying posts about animation scripting adjustments. One of which was from Tapple themselves, but I see a lot asking for ways to handle animation speeds and syncing for varying purposes.
I figured, if anything - this was a very specific, recently risen behavior (as these AOs worked perfectly fine until a few years ago) - that may be easy to make adjustment in order to rectify until something bigger comes along. At least, I'm hopeful this is the case!
Seriously, thank you again for looking back into it. As well as looking at other, further changes to how to handle animations within SL going into the future!
Bloodsong Termagant
Maestro Linden it's my understanding that 'in the old days' the avatar would stay in the walk (or run) state while being pushed. then 'something changed' and the avatar would flip rapidly between the walk state and the standing state.
i'm so sorry, i don't know who studied that or said it. i don't believe it was tapple, but someone else.
i believe they specifically mentioned the state (ie: animation state), not the animations themselves. the script might have been picking up the animation state change and making the animation change.
i have also found my notes for the workaround:
FIX FOR CANTER STUTTER:
set llSetAnimationOverride("Standing", "null");
note: you have to have an animation named null that doesn't move any bones. null comes from the teegle horses. i also have one named NULL_ANIM that is full perm and available for anyone to use. (i guess i have to put it out on MP now that i think about it :X )
anyway, this fix appears to address the animations, NOT the animation state. if there's no animation for Standing, then nothing will play for the standing state. then whether the 'canter' animation stops or not is up to the script.
Maestro Linden
updated the status to
under review
Bloodsong Termagant
i can't find the one posted related to teegles. but i remember someone who analyzed it said, 'the avatar seems to rapidly switch between a standing state and moving state' (while being pushed).
Ziel Omizu
Bloodsong Termagant That partly happens with their AO, too. Depends on the anims in the horse, it seems - sometimes it straight up T-poses, sometimes the head jitters. But regardless, it appears to be the same bug effecting the default SL animations when it comes to speed increase.
Ziel Omizu
Additional feedback was (hopefully) attached to this when submitted as a bug report, but is not publicly visible. The TL;DR version (for anyone else reading) is:
- Wear any speed enhancement script that can go to 6.2 m/s or above. I used https://marketplace.secondlife.com/p/Tavatar-AO/10521898 to test for a precise speed (set to 6.2) https://marketplace.secondlife.com/p/Faster-Walk/3617275 easily reproduces the bug at /1run speed (8.6 m/s) and /1flash speed (15 m/s).
- Move in a straight line. Eventually, the animation will jitter. This even occurs on default SL avatar animations.
- The jittering becomes more obvious the faster the speed increase.
Thank you for your responses / interest!