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Animations

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Feature Design Document

(none)

Functional Spec

The format uses normalized key framed quaternions stored in shorts. The format is closer to that of Poser than BVH. It consists of a header that tells the viewer what morphs to set, how long the animation plays and at what priority. After that there is an array of bones with each set of positions and rotations. The position array is only used in the root bone (or you can use it to animate the HUD, course there is no default animation for the HUD so once you do, you can't get it back into the default position). Both position & rotations use 3 shorts (16 bits * 3 = 6 bytes) per entry. For quaternions, it regenerates the 4th value since the quaternion is normalized.

Test scripts

Discussion for future improvements

(none)

Relationship to other features

List of features that need to be tested when this feature changes, and why.
Sitting - Make sure animations still work while sitting.
Region crossing - Make sure animations still work while sitting.. in vehicles.. while crossing a region boundary.
Scripted permissions - specifically, animation permissions.
Asset Upload - If animation uploading was changed, verify other uploads still work.

User Guides

(none)

See also

Original wiki source

Some wiki templates and tables need their original context. View this article on the Second Life Wiki. Technical wording and examples are retained from the source; historical guidance may differ from current behavior.

From the Second Life Wiki

Community documentation adapted from Animations, by Linden Research, Inc. and contributing residents.View contributors and history.

Imported wiki revision:

Licensed under CC BY-SA 3.0. Last wiki edit: .Formatting and links have been adapted for this site; API metadata follows the LSL definitions.