I was curious about this topic so I did do a quick google "animation delay second 
life"

From the look of [1], it seems that this is an unresolved problem with Second Life in general, unless some other animation preload function has been implemented in the meantime.

My purely hypothetical guess is that the viewer is told the animation reference ID and only then loads it from the simulator if it doesn't have it, resulting in the delay.

On 13/01/12 17:19, Dr Ramesh Ramloll wrote:
Hey there, since we are on the topic of AOs, I thought I could just drop this 
question. When I try to play a series of
animations one after the other to create a long one (potentially without any 
time limits), during the first pass ...
there are jumps between the individual animation segments. Is there some kind 
of hack to preload animations so that when
they do get played the first, the whole animation seems fluid. Things do work 
perfectly fine after the first pass
though... but for users, it must annoying ... for machinima makers, it's ok, we 
can ignore the silliness to happen
during the first pass and then record during the second one ...any 
ideas/thoughts?

--
'Consider how the lilies grow. They do not labor or spin.'
*Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate /Research 
Associate Professor/, Idaho State University,
Pocatello, ID 83209 Tel: 208-240-0040
Blog <http://deepsemaphore.posterous.com/>, LinkedIn 
<http://www.linkedin.com/in/rameshramloll>, DeepSemaphore LLC
<http://www.deepsemaphore.com>, Google+ profile 
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Justin Clark-Casey (justincc)
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