Integrated Animation Overriders … A what?

Mesh Body Addicts posted about Vista Animations (VA) new Bento Head animations. The post content is actually within in a video (vlog), Vista Diana & Lia.

https://www.youtube.com/watch?v=pkgqYOgj_Wk

The explanation she gives of the existing onion-skin animations used before Bento is not wrong, but most of the techies will disagree with it. If you are not into the tech, it is good enough to get you by. Besides, Animesh and Bakes-On are coming and likely to change much of this anyway.

The word in the video is there is a Bento Full Body AO coming. As it is now I have an AO for my body, the stands, sits, walks, etc. I have another for my new mesh head. And another for my hands. I am assuming VA is combining body, hands, and head into one AO. Jump to time mark 18:00± to get an idea of what the coming AO will look like in operation. Continue reading

Second Life: New Animation Overrider

On my long ago first day in Second Life™ I was trying to figure out why I waddled and other females swayed when walking. It didn’t take long for me to learn about Animation Overriders, AO’s. I used ZHOA and then ZHOA II during most of my time in SL. But, there have been advances in AO tech since the ZHAO units were developed. Now we have another advance. I’ll take a look at it and whether it is worth the effort to change to a newer AKEYO NITRO AO. My review follows.

NitroAO_002

The NEW AKEYO NITRO AO

I don’t know when ZHAO first appeared. I found it 2008 when I first went looking for an AO. AO’s improved as the Linden Scripting Language improved. The Mono scripts reduced the memory load, but did little else to change how AO’s worked or their features. Continue reading

Breaking Second Life AO News

At the Server Beta meeting Kelly and Maestro Linden just announced the addition of two new Linden Scripting Language (LSL) functions that will allow script-less Animation Overriding (AO).

llSetAnimationOverride(“Walking”, “sassywalk”)  – where Walking = default animation state and sassywalk = the animation to use for that state.

llGetAnimationOverride(string anim_state) – Get the name of the animation currently set for state.

More to come…

These will soon be running on the ADITI grid and moving to RC channels…

#SL The Great AO Debate

From a couple of sources we have bits and pieces that suggest the Lab is looking to provide a built in viewer feature for handling avatar animation. Currently we use animation overriders (AO) to override the built-in avatar animations. Most of those are a HUD of some type.

Animation Overriders

Discussion is in progress to determine what AO feature set is needed for the Lab’s viewer. Since AO’s are basically free (only the animations cost) the user’s choice of which one to use is entirely based on features and personal preferences. Free market principals allow the best to become the most popular.

Concern is voiced by some that a built-in replacement for AO’s by the Lab may limit our freedom of choice. However such limiting would break a considerable amount of existing content. Breaking all the existing AO’s, or any content, is something the Lab is loath to do. So, I can’t image the Lab will take that path. Whatever they do, will allow users to still use their AO’s.

Continue reading