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Key: SVC-1184
Type: Bug Bug
Status: Open Open
Priority: Major Major
Assignee: Unassigned
Reporter: Earalia Nolan
Votes: 6
Watchers: 4
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2. Second Life Service - SVC

Animated Sculpties De-Link over periods of time

Created: 12/Jan/08 09:40 AM   Updated: 14/Sep/09 02:24 PM
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Component/s: None
Affects Version/s: 1.17.0, 1.18.0, 1.18.3, Havok4 Beta, 1.18.6 Server
Fix Version/s: None

File Attachments: 1. Text File AnimatedSculptyDemo.txt (1 kB)

Environment:
CPU: Intel Pentium 4 (Unknown model) (2792 MHz)
Memory: 2048 MB
OS Version: Microsoft Windows XP Service Pack 2 (Build 2600)
Graphics Card Vendor: ATI Technologies Inc.
Graphics Card: RADEON X850 Series x86/SSE2
OpenGL Version: 2.0.6847 WinXP Release
LLMozLib Version: 1.1.0 (Mozilla GRE:1.8.0.12_0000000000)
Packets Lost: 1068/727671 (0.1%)
Issue Links:
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Last Triaged: 14/Sep/09 02:24 PM
Linden Lab Issue ID: DEV-39952


 Description  « Hide
When you have a linked object with 'animated sculpties' (sculpty prims that change the sculpt map in animated loops) they de-link everything sometimes within 72 hours to 350 hours. Not many people work with animated sculpties; however, I do and I've found others who have the same problem:

http://www.slexchange.com/modules.php?name=Marketplace&file=item&ItemID=290069

____________________________________________________

I've attached a sample script I wrote that lets you make an animated sculpty. Just load the script in any prim and then link it to some other prims. Leave this linked group out a few days rezzed in-world and watch it de-link.

It may take 72 -350 hours for this to happen, but it does happen.



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
WarKirby Magojiro added a comment - 15/Jan/08 09:30 AM
Could you test and see if CHANGED_LINK is triggered when the unlink happens? and have it record a timestamp of the unlink time, if so. Possibly run several at once, with the aim of posssibly establishing an exact time for it to happen, if there is one.

Earalia Nolan added a comment - 19/Jan/08 06:02 PM
I've got no clue how to do that.

=P


Gonbe Shan added a comment - 28/Jan/08 07:19 PM - edited
I am Japanese.
English is not understood well.
Whether are you told well or not?
I will write though I am uneasy.

KOI Fish and Clown anemonefish that I made have been generated.
Parts of the pinna pectorale are done with Sculpted in animations.
It seems to be related to the length of KOI(=size and thickness of pinna pectorale).

The length 1m is a standard size in the KOI, and the pinna pectorale parts in that case are 1cm or less in thickness.

Fish Length =1.5m: It is not generated.
Fish Length =1m:All links are released by about 4-5days.
Fish Length =0.5m:All links are released by about 2-3days.
Fish Length =0.3m or less:All links are released by about 1-2days.

When the pinna pectorale is thickened, it is not generated by even the length 1m either.
However, it is generated for 1m or less because it is not possible to thicken it any more. (Because it disappears in the fish. )
Moreover, if the animation of the pinna pectorale is stopped, it seems not to be generated even if the size is small.
And, even if the size is small, it is not generated when attaching and using it.
It is confirming it continuously at present.

The offer of the sample is also possible.
The small size fish cannot sell it. It embarrasses it.
The production desire disappears. Is the one that doesn't manage to be dealt?


Harleen Gretzky added a comment - 28/Jan/08 08:56 PM
I put the below code into the animated sculpted prim and the root prim linked to it, the results are interesting. The animated sculpted prim always reports 0x24 with every sculpt change (0.25 seconds), which is CHANGED_SHAPE and CHANGED_LINK, CHANGED_SHAPE makes sense to me but CHANGED_LINK does not. The linked prim reports 0x20 with every sculpt change, which is CHANGED_LINK. I can only conjecture from this that internally the link is constantly being de-linked and re-linked and that sometimes, due to lag or something the re-link never occurs.

Guess we need Qarl to weigh in on this.

changed(integer change)
{
llOwnerSay((string)change);
llOwnerSay(llGetTimestamp());
}