Animations


Please also see : https://wiki.secondlife.com/wiki/Animation_Priority

  • Higher priority animations override all and invalidate other lower priority animations.
  • This creates a problem for creating content that needs to override high priority animations as there is no longer a hierarchy and therefore causes the animations to fail.

Let me explain each of these points in more detail.

Higher priority animations override all and invalidate other lower priority animations. This means that if two animations are playing at the same time, and one of them has a higher priority than the other, the animation with the higher priority will be the one that is visible. The animation with the lower priority will be hidden, or "invalidated."

This creates a problem for creating content that needs to override high priority animations. For example, let's say you are creating an animation of a character jumping over an obstacle. The animation for the jump should have a higher priority than the animation for the running, so the jump animation will play over the running animation. However, let's say you also want to create an animation of the character talking to another character while they are jumping. The animation for the talking should have a higher priority than the animation for the jumping, so the talking animation should override the jumping animation.

But if the priority of the talking animation is higher than the priority of the jumping animation, then the jumping animation will be invalidated and the character will not be able to jump. This is because the talking animation has a higher priority and will always override the jumping animation.

There is no longer a hierarchy and therefore causes the animations to fail. This is because the priority of the talking animation is higher than the priority of the jumping animation, there is no longer a hierarchy between the two animations. This means that the jumping animation will always be invalidated by the talking animation, and the character will not be able to jump.

To solve this problem, you need to find a way to give the jumping animation a higher priority than the talking animation. This can be done by changing the priority of the animations in the animation software that you are using. However if everyone resorts to this method to have their animations play then pretty soon you have everyone simply using high priority animations that cause all animations to fail.

Another way to solve this problem is to use a technique called "blending." Blending allows you to combine two animations together so that they play smoothly. In this case, you could blend the animation for the jumping with the animation for the talking. This would allow the character to jump while they are talking, without the jumping animation being invalidated by the talking animation.

This is why I won't port animations in at higher priorities. Consider that a good quality product should not require animation permissions that are unnecessary. This is the problem with a lot of current content made by new designers who have not actually taken the larger gaming environment into consideration with their products.

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