the one exception to this (that I can think of) would be "flight attachments". They are a sort of a combinations "attachment/effects/animation overrider" (like the wheelchair, bike, seguey, rollerskates, etc) combined with a few physics scripting bits that allow you to fly higher or faster than normal.
But to explain a bit about how these other wearable vehicles work.. you must first realize that your avatar is not "you". you, in game.. are an "Agent".. a 2 meter tall box or cylander.. It's invisible.. so don't go looking for it. Most times, when you are standing.. the Agent is right where your avatar is. When the agent moves at walking speed, it triggers an animation in the avatar. So the avatar looks like it's walking. There are a default set of animations for "walk, run, jump, land, turn left or right, sit, etc. And there are 5 stands.
Most AO's will allow you to override these animations (franimation being the best I've found for the job).
Now here's the thing. the agent is gonna do the same basic moves.. walk, run, turn, stands 1-5, etc. It's your job, as the designer, to create new animations for the avatar.. and a prop that works with these animations. If you're making a hoverboard.. you'll probably want to raise the avatar half a meter off the ground in the animation program. This won't change the height or position of the agent.. but it will move the avatar.
Why is all this important? what value is teh agent?
Here's one.. the wheelchair. while standing, the agent is the same height as before. Even if the animation makes the avatar sit, the agent is still 2m tall. the agent is the only "solid" thing about your avatar. (ever notice how your hands can go through walls, and how your swords and whatnot can too?) Well if you sit your avatar down in a wheelchair.. that wheelchair is phantom.. and so is your avatar.. but you're still toting around a full height agent. So even though it looks like you can roll through a lower space.. you can't.
The agent is as tall as the slider height of your avatar (and is related also to your mass in the physics engine)
So basically.. if you raise your avatar up.. don't be surprised if his head becomes phantom. if you scrunch him down, don't be surprised when things dropped on you stop half a meter before hitting you.
I wish I knew more anout the dimensions of the agent.
I do know one thing.. I have some physical go carts.. they hang up on low barriers because the agent smacks into them.
Here's my sketch of how I think of the agent.
