Expected result: The character stands in the idle pose with the arms at its sides, as in 1.29.
Actual result: The character stays in the bind pose with the arms spread and never animates.
Variants tested, all still in bind pose:
Variant Result
CreateObject(type, pos, true, false, false) (local, no AI, no physics)bind pose
same, without ClearEventMask(EntityEvent.ALL) afterwardsbind pose
CreateObject(type, pos, true, false, true) (with physics)bind pose
CreateObject(type, pos, true, true, true) (with init_ai)bind pose
CreateObjectEx(type, pos, ECE_LOCAL | ECE_CREATEPHYSICS | ECE_INITAI | ECE_SETUP)bind pose
+ StartCommand_Move() after 2 sbind pose
+ GetItemAccessor().OnItemInHandsChanged(true) after 2 sbind pose
+ RefreshHandAnimationState() immediately and after 500 msbind pose
+ SetAnimationInstanceByName("dz/anims/workspaces/player/player_main/player_main.asi", 0) immediately / after 2 sbind pose
+ DisableSimulation(false)
+ SetAnimationInstanceByName(...)bind pose
+ GetItemAccessor().EnableAutoAnimInstUpdateOnHandsChange(true)
+ OnItemInHandsChanged(true, true) after 2 sbind pose
init_ai + SetAnimationInstanceByName(...) + StartCommand_Move()bind pose
Control test (works):
The same class spawned by the server with g_Game.CreateObject("SurvivorM_Jose", pos, false, false, true) is shown on the client in the correct idle pose.
Notes
The script side of character initialization (PlayerBase, DayZPlayerImplement, Human, intro scene) shows no change between 1.29 and 1.30 that would explain this. The regression therefore appears to be engine-side: a locally created Human on a multiplayer client is apparently no longer simulated or animated.
New 1.30 script APIs such as Human.SetAnimationInstanceByName and HumanItemAccessor.EnableAutoAnimInstUpdateOnHandsChange do not restore the animation.
Not tested: the retail DayZ_x64.exe client.
Impact: Every mod that uses client-side NPCs for performance reasons (traders, quest givers, decorative characters) shows them in T-pose in 1.30. The only workaround is spawning them server-side, which costs server performance and network traffic.