![]() The AO expects the following strings to be in the following animations. If you're used to making animations for other AOs, these can be easy to overlook. Also "walk backwards" does not exist in modern AOs. The "crouch turn left" and "crouch turn right" animations are not included in the default SL animation set, and are unique creations to my AOs. So it's possible to accidentally leave extra animations inside the AO, or have something match up you didn't expect because you have multiple matches. Eg, "stand_anim002" is found and cached before "stand_anim001". Though it should recache automatically, inventory is messy and it's easy to break unexpectedly.Īlso note that lazy name matching works in reverse alphabetical order. If the AO breaks and can't find the new animations, just reset it so it recaches. The reasoning here is that you can make "stand_anim001" and find out it's a bust, and then replace it with "stand_anim002." This way you have a clear indication of "this is newer" and you also don't have to edit the AO for it to recognize the new animation. ![]() The Kobold AO uses "lazy name matching" to find animations, then caches the result. These are "poses," single frame looping animations, rather than full animations. The purpose of these to is to have an always-on basic pose for those states so if an animation doesn't load in time, or ease values don't match up, the background animation is what you end up seeing instead of the default SL animations. The Kobold AO contains "background" animations for standing, flying, and crouching.
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