Really interesting article. This is the kind of thing that I’d like to write, but I don’t have the ‘inside info’ to do so.
AOs – Animation Overriders – have been part and parcel of Second Life since not long after the dawn of time (or at least not long after someone figured out how to lose the duckwalk by one means or another).
Today, AOs are a fact of life in SL and come in many forms: some just handle the “basics” – walks, sits, stands; others combine functions, providing a one-stop solution for walks, sits, stands, dances, poofers and other little toys. Most run through scripted HUDs, some run via the client itself. Some handle just one set of animations, some can be configured with multiple sets of animations, driven by notecards; some even allow drag-and-drop. Beyond this there is a whole range of scripted attachments which may also contain a wide variety of animations, often for specialised use, but which also might contain walks, sits, and the like. Finally, and most…
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