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Animation Override 2.0

Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
12-14-2006 20:26
From: Dragon Eccleston
I'm experimenting in monitoring the number of running animations to check to see if we should slow down polling or if the animations are recognized. Also intend to make the AO stop all animations on teleport, will fix embarrassing animation problems and keep the animation list trim. Generally speaking there should only be one animation running at a time, maybe 2 if you're using a mood attachment. Keeping un-needed animations stopped (often times the SL client runs 2 of the built in animations at the same time, they don't seem to stop one before starting another) the list checking functions can be kept nice and trim. I did some testing with Francis' current AO and the biggest "problem" with it is the has Intersection function, which checks for animations to not override. In an empty sim with that function and a few other performance tweaks, the AO uses 3000 IPS, by commenting out that one function it drops to 1000, so I see the biggest performance gain in eliminating or determining when that function is best used. Preferably eliminating.


Still working on my multi hud but plan on coming back to the AO problem soon. Interested in comparing the list of AO sit animations and the LL sit animation against the list of animations when sitting. Turn off the AO animation if there is a different animation active, which should indicate you are sitting on a poseball. Along the lines of my AO Overriding poseball. Would be nice. No more typing /ao off or /ao on.

It will also be interested in seeing if I can combine the code of my flight assist into the AO since they share some of the same polling. Probably have a LARGE headache after working on that for a while.
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From: someone
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Francis Chung
This sentence no verb.
Join date: 22 Sep 2003
Posts: 918
12-15-2006 12:11
From: Jesse Barnett
Still working on my multi hud but plan on coming back to the AO problem soon. Interested in comparing the list of AO sit animations and the LL sit animation against the list of animations when sitting. Turn off the AO animation if there is a different animation active, which should indicate you are sitting on a poseball. Along the lines of my AO Overriding poseball. Would be nice. No more typing /ao off or /ao on.


I've always felt it was the responsibility of the poseball to override the AO, not the AO's responsibility to turn on/off when it encounters an unfriendly poseball.

If you've ever tried out a Dominus Shadow, for instance, it automatically overrides your AO's sit animation when you get in.
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
12-15-2006 12:42
From: Francis Chung
I've always felt it was the responsibility of the poseball to override the AO, not the AO's responsibility to turn on/off when it encounters an unfriendly poseball.

If you've ever tried out a Dominus Shadow, for instance, it automatically overrides your AO's sit animation when you get in.

I already created a poseball that does the same thing but why make it the responsibility of the poseball. Do you know how many times a day /ao off & /ao on are typed in SL per day?
_____________________
I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime.
From: someone
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
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