I guess I must be dense :(
I still do not get it.

Below is how I think the animation system works.
Let me know where I am wrong.
I have  a Avatar or a NPC with an attachment.
The attachment has script which plays an animation using an animation function like llStartAnimation(). Now like any other script, the script when triggered, will run on the server side. (Right ?) When the server encounters the animation function the server will send a message to the client asking it to play an animation with that UUID If the client has an animation with that UUID it will animate the Avatar or NPC with that animation else it will ask the server to send the animation and will animate when it receives it. If the animation is internal animation and if it is, as you say, part of the client then the client already has it and should be able to animate the Avatar/NPC

Sorry to belabor this but it seems I am obviously missing a major concept and would like to figure out what :))

Thanks
Sat


On 3/5/2012 7:55 PM, Gudule Lapointe wrote:
Obviously, everything runs on client side, that's the point of a client ;-)

I think what was meant is that internal animations are part of the client, not loaded from server.

As your NPC is not controlled by a client, it doesn't have these animations at disposal, unless you put them in your script's prim.

--
http://www.speculoos.net/
secondlife://speculoos.net:8002/
Speculoos, the belgian cookie-flavored metaverse

Le 6 mars 2012 à 02:48, satguru p srivastava a écrit :

Garmin,

Thanks for pointing out the BVH files.
121 files!!
A bit of a pain uploading  them :)
You also loose the per bone priorites which you get with internal/default animations. Also I am assuming that user loaded animations are not as efficient as internal ones. Right?

I am still curious why the internal animations do not play.
As far as I know all animations run on client side.
The triggers for animation can come from client side (example when a users presses a key to make the avatar walk)
or from server side  (example when if it is being called from script).
NPCs animations are triggered from scripts.
How is this different from Avatar animations being triggered from scripts ?

Thanks
Sat



On 3/5/2012 5:34 AM, Garmin Kawaguichi wrote:
True, Trinity! User Playable Internal Animations are serverside; you cannot use them with NPCs but...
... the BVH files corresponding to the Internal Animation are at :
http://static-secondlife-com.s3.amazonaws.com/downloads/avatar/bvh_files.zip
as it is specified in the SL Wiki : http://wiki.secondlife.com/wiki/Internal_Animations
GCI

    ----- Original Message -----
    *From:* Trinity <mailto:[email protected]>
    *Sent:* Monday, March 05, 2012 6:58 AM
    *Subject:* Re: [Opensim-users] NPC and internal Animations
    Because some animations are built into the viewer and npcs dont
    use a viewer and perhaps for security reasons. Im not really
    completely sure to be honest.



_______________________________________________
Opensim-users mailing list
[email protected]
https://lists.berlios.de/mailman/listinfo/opensim-users
_______________________________________________
Opensim-users mailing list
[email protected] <mailto:[email protected]>
https://lists.berlios.de/mailman/listinfo/opensim-users



_______________________________________________
Opensim-users mailing list
[email protected]
https://lists.berlios.de/mailman/listinfo/opensim-users
_______________________________________________
Opensim-users mailing list
[email protected]
https://lists.berlios.de/mailman/listinfo/opensim-users

Reply via email to