On 13/04/2012 12:32 AM, Oz Linden (Scott Lawrence) wrote: > On 2012-04-10 19:01 , Henri Beauchamp wrote: >> On Tue, 10 Apr 2012 09:01:24 -0400, Oz Linden (Scott Lawrence) wrote: >> >>> I'd like to get a tutorial on how the AOs built into viewers work - what >>> inputs do they use, and how do they set the animations they set. >>> >>> Would someone who's got deep know-how on this either write up one for me >>> (or point me to one if it exists), or make some time to go over it with >>> me interactively? >> It would be better implementing a server-side AO (with the viewer only >> transmitting the replacement animation UUIDs to the server, for example >> via a capability), because the current viewer-side AOs simply duplicate >> what scripted AOs are doing (so they are not really better regarding >> animations priority conflicts, etc) but lack the capability offered by >> (good) scripted AOs to be auto-switched on and off via the Lockmeister >> "booton"/"bootoff" commands which allow for cooperation between AOs and >> with device you sit onto and that want to play their own anim instead of >> the AO's. >> >> I really hope a proper server side AO feature is to be implemented... >> > > The point of my question was twofold: > > * To understand what existing in-viewer AOs were doing so as to > understand any possible compatibility issues > * To discover use cases and what problems in-viewer AOs were created > to solve > > For the second part:
* Walking like a duck. The classic issue. * Being able to override one or more animations without putting undue load on a sim (some of those AOs can be really burdensome) * Being able to switch between entire sets of animations quickly and easily. I know people with many complete animation sets that they switch in and out. That help some?
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