Unsupported bones permanently affect subsequent animations

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#5,983 11 comments 0 reactions 1 assignee View on GitHub

@kylelinden is already working on this.

Since Jul 14, 2026.

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Description

hi-risk stale triage

Test content is in a box at https://maps.secondlife.com/secondlife/Danger!%20Danger!/66/40/39


The animation uploader currently allows animations to include additional Bento body bones that are not part of the supported body animation skeleton for standard human avatars, such as Spine1–Spine4.

Because these bones are not reset by Second Life's default animation system, they remain in their last animated state after the animation ends.

As a result, subsequent, perfectly valid animations can appear broken, even though the problem actually originates from a previous animation. This makes the issue extremely difficult to diagnose and causes creators of correct animations to receive support requests for problems they did not create.

Because the animation uploader accepts these unsupported body animation bones without any warning, creators may not even realize they are exporting animation data that can affect subsequent animations.

This is not just an issue for individual animations. Full-perm animation packs are widely reused by furniture creators throughout Second Life. A single incompatible animation pack can therefore affect a large number of products created by different people, while the resulting support requests are often directed at the wrong creator.

Possible solutions

  • Reject unsupported body animation bones during upload.

  • Warn creators when unsupported body animation bones are detected during upload.

  • Automatically reset unsupported body animation bones when an animation ends.

Addressing this would significantly improve compatibility between animations from different creators.

https://secondlife.canny.io/admin/feedback/bug-reports/p/unsupported-bones-permanently-affect-subsequent-animations

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