1) no client side ao's work similar to regular ao's except instead of using an 
attachment or HUD slot, the client itself reads the animations from your 
account and uses them to override your animations like the ao does.  Typically 
AO's in the client have fewer options than attached ones with simply an off or 
on and sometimes a sit off and on toggle.  The upsides to client size AO's are 
simply faster switching in high lag areas, no memory restrictions (allowing 
many more animations to be in the loop) and not having to "burn" an attachment 
point.

2) See above. 

3) If you mean the custum meshes I hope they are NOT depreciated.  While 
lacking an in-game deformer to resize/reshape the mesh and change the mesh 
rigging, having custom meshes make the world look far less ridiculous, allow 
far more complicated builds for far less cost, and finally allow attachments 
and environments to better interact. Why on earth would you want them 
depreciated for?

> Date: Sat, 14 Apr 2012 21:20:45 -0600
> To: opensource-dev@lists.secondlife.com
> From: andromedaquon...@gmail.com
> Subject: Re: [opensource-dev] Tutorial needed on TPV viewer-side AOs
> 
> If we had viewer-side AO's, I am wondering about a couple of things, 
> and maybe I just don't get it:
> 
> 1.  Would the only person that sees "us" animating just be 
> ourselves?  Or would other people in-world be able to see the 
> identical animation?  If so, does that mean the animation is stored 
> locally with the client, on the client computer, and is a constant 
> upload stream to the grid while it is playing?  That doesn't sound 
> like an improvement to me.  More like a bandwidth-hog.
> 
> 2..  If the animation is not stored on the client system with the 
> viewer, then what could the point possibly be of even having it?
> 
> 3.  Could somebody please deprecate all this mesh stuff from the grid?
> 
> --Andro
> 
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