Some avatars stuck in rest pose; Refresh Animations / Reset Skeleton don't help #631

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opened 2026-10-10 09:00:25 +00:00 by sky_line · 1 comment
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Some avatars stay stuck in their rest pose (T/A-pose), not animating. Neither Refresh Animations nor Reset Skeleton fixes it.

This is a long-standing bug: it predates the 2026-10-10 crowd performance changes and has been seen for a while. It is most noticeable in crowded sims. It was seen again on 2026-10-10 on the dev build (vulkan-port-tb) with ~62 active avatars.

Things to check

  • Animation state: whether the stuck avatar has any playing motions at all. Is the server's animation list received but the motions never activated, or are the motions active but never evaluated?
  • GPU animation: whether its joint pose ever reaches the GPU animation path (animGpuAvatars, the pose export).
  • Recovery paths: why Refresh Animations / Reset Skeleton don't recover it, and which state those paths leave untouched.
  • Earlier fix: the deformer intermittent fix (motions lost or inactive, repaired in updateCharacter with the "restarting playing animation" log) covered a similar symptom. Check whether that invariant repair runs for these avatars.

The 2026-10-10 frame log showed many avatars classed as hidden or held (avHidden ~55, avHiddenSkip ~48, avAnimEval ~3.4). That may only reflect where the camera was pointing, and it isn't the cause given how long this bug has existed.

Repro

  1. Go to a crowded sim (60+ avatars).
  2. Look around: some avatars are stuck in the rest pose.
  3. Refresh Animations / Reset Skeleton on them: no change.
Some avatars stay stuck in their rest pose (T/A-pose), not animating. Neither **Refresh Animations** nor **Reset Skeleton** fixes it. This is a **long-standing bug**: it predates the 2026-10-10 crowd performance changes and has been seen for a while. It is most noticeable in crowded sims. It was seen again on 2026-10-10 on the dev build (`vulkan-port-tb`) with ~62 active avatars. ### Things to check - **Animation state:** whether the stuck avatar has any playing motions at all. Is the server's animation list received but the motions never activated, or are the motions active but never evaluated? - **GPU animation:** whether its joint pose ever reaches the GPU animation path (`animGpuAvatars`, the pose export). - **Recovery paths:** why Refresh Animations / Reset Skeleton don't recover it, and which state those paths leave untouched. - **Earlier fix:** the deformer intermittent fix (motions lost or inactive, repaired in `updateCharacter` with the "restarting playing animation" log) covered a similar symptom. Check whether that invariant repair runs for these avatars. The 2026-10-10 frame log showed many avatars classed as hidden or held (avHidden ~55, avHiddenSkip ~48, avAnimEval ~3.4). That may only reflect where the camera was pointing, and it isn't the cause given how long this bug has existed. ### Repro 1. Go to a crowded sim (60+ avatars). 2. Look around: some avatars are stuck in the rest pose. 3. Refresh Animations / Reset Skeleton on them: no change.
sky_line added this to the Slipstream project 2026-10-10 09:00:25 +00:00
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Fixed in Slipstream 1.3.0 (stable): https://git.slipstreamviewer.org/sky_line/Slipstream/releases/tag/v1.3.0

If you still see this on 1.3.0, reply here and we'll reopen it.

Fixed in **Slipstream 1.3.0** (stable): https://git.slipstreamviewer.org/sky_line/Slipstream/releases/tag/v1.3.0 If you still see this on 1.3.0, reply here and we'll reopen it.
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sky_line/Slipstream#631
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