Just to add to what Dahlia said, by default baked avatar textures are treated as temporary - they are not stored permanently.

However, osAgentSaveAppearance() and osNpcSaveAppearance() will convert these temporary textures to permanent ones so the UUIDs will always successfully located them.

The OARs later save these textures when they scan the appearance notecards for 
valid asset UUID references.

On import of that OAR, the NPC baked textures will be inserted into the database if necessary with the same UUIDs. Therefore, a later NPC rez will use the data saved in the appearance notecard to retrieve the correct textures.

On 06/05/13 02:13, Dr Ramesh Ramloll wrote:
Thanks Dahlia for replying (on a Sunday night). This clears things a bit for 
me. I was wondering if oars also contains
UUIDs for those stuff that need permanent UUIDs. Or are they regenerated, 
during import into a completely different
install of opensim?
Thanks again.
R


On Sun, May 5, 2013 at 7:48 PM, Dahlia Trimble <[email protected] 
<mailto:[email protected]>> wrote:

    UUIDs can be temporary or permanent depending on what they are used for. In 
general they are used wherever a unique
    key is needed for accessing some other data. Assets such as textures or 
notecards are assigned permanent UUIDs, and
    temporary assets such as avatar baked textures get temporary UUIDs. UUIDs 
are used pervasively throughout
    OpenSimulator and are usually assigned by a random number generator. It's 
generally believed that the probability of
    2 randomly generated UUIDs not being unique is so small that it will 
essentually never occur (UUIDs are essentially
    128 bit integers) so they can be used freely without risk. Of course this 
all depends on the quality of the random
    number generator used to generate the UUIDs ;)

    There are also cases where UUIDs can be generated by a hashing algorithm. 
Usually in such cases this is used to
    detect and prevent duplicate data being stored, i.e., if several people 
upload the same texture, then only one copy
    of the texture need exist in an asset server that uses such a hashing 
scheme.


    On Sun, May 5, 2013 at 3:53 PM, Dr Ramesh Ramloll <[email protected] 
<mailto:[email protected]>> wrote:

        Hello,
        I understand that the UUID are unique only with respect to a given 
session of the sim. Correct me if I am wrong.
        So UUIDs change, this can be tested trivially.
        But how do notecards save avatar appearance? This would suggest the 
UUIDs of clothes or attachments would not
        change across sessions. So am a bit confused about how notecard data 
containing UUID pointers still work in a
        different session.
        Thanks
        Ramesh

        --
        'Consider how the lilies grow. They do not labor or spin.'
        *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate 
/Research Associate Professor/, Idaho State
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'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 
<https://plus.google.com/103652369558830540272/about>


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