
I didnt see many things that took advantage of that feature, and by the time I got my grubby paws on it, blended animations were implimented. This totally short-circuited llGetAnimation(), causing it to report the lowest priority animation, if I was dancing, it would report standing. The change basicly killed off many ideas that it would have opened up.
I propose a revamp of the animation system for v1.3!

One:
An anamation listener (and appropriate removal/control functions).
integer llAnimListen(key avatar, string animation)
llAnimListenRemove(integer num);
llAnimListenControl(integer num, integer active);
This would allow for an animation event:
triggered_animation(key avatar, list animList)
animList would be the list of animations the avatar is currently undergoing, the first index being the highest priority animation, and the last being the lowest priority.
This interface would allow scripters and avatar customizers to further customize the appearence of our avatars.
Some things that may be able to be done were this implimented:
Fire breathing without chat spam.
Heart particles floating from the avatar when the kiss animation is performed.
Special script actions triggered when a string of animations is performed.
Object chat on a non-0 channel when the avatar performs a specific animation.
Cool scripted effects (particles possibly) that occur when specific animations are triggered.
Someone might even be able to script up a rough keyboard using the interface! (Assign a different animation for every keyboard key)
All this can be done without needing any chat said on the public chat channel!

Who's with me!

==Chris