Re: [opensource-dev] Formal Animation Set Replacer

2012-11-03 Thread Argent Stonecutter
I think the requirement for this is somewhat overstated, and I hope that LL 
does not include any such function in the viewer. A well written LSL based AO 
has very little overhead, because it can get by with fairly slow timers by 
using control inputs to detect state changes. Even the somewhat convoluted 
Franimation Overrider is low overhead, and I suspect the overhead of running it 
is not much different from the network overhead of a client-based AO.
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Re: [opensource-dev] Formal Animation Set Replacer

2012-11-03 Thread Carlo Wood
On Sat, 3 Nov 2012 11:49:36 -0500
Argent Stonecutter  wrote:

> I think the requirement for this is somewhat overstated, and I hope
> that LL does not include any such function in the viewer. A well
> written LSL based AO has very little overhead, because it can get by
> with fairly slow timers by using control inputs to detect state
> changes. Even the somewhat convoluted Franimation Overrider is low
> overhead, and I suspect the overhead of running it is not much
> different from the network overhead of a client-based AO.
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> (un)subscribe information available here:
> http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the
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LSL AO's have always failed majorly.
I'd welcome any official server-level support for replacing
the standard stand/walk/run/sit/turn animations, so they work
like the non-AO ones (not that is flawless... happens too
often you "walk" while playing the 'stand' animation :/)

-- 
Carlo Wood 
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