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	<title>Comments on: C:SI and animation overrides</title>
	<link>http://www.daikonforge.com/webtab/2008/02/16/csi-and-animation-overrides/</link>
	<description>News and thoughts about my adventures in Second Life, Combat: Samurai Island, and Virtual Worlds</description>
	<pubDate>Wed, 07 Jan 2009 01:02:54 +0000</pubDate>
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		<title>By: Notecard is missing from database &#171; Samurai Pickle</title>
		<link>http://www.daikonforge.com/webtab/2008/02/16/csi-and-animation-overrides/#comment-394</link>
		<dc:creator>Notecard is missing from database &#171; Samurai Pickle</dc:creator>
		<pubDate>Mon, 25 Feb 2008 00:34:18 +0000</pubDate>
		<guid>http://www.daikonforge.com/webtab/2008/02/16/csi-and-animation-overrides/#comment-394</guid>
		<description>[...] been thinking about some ideas and comments recently brought up by the conversation on C:SI and animation overrides, and I&#8217;ve decided two important [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] been thinking about some ideas and comments recently brought up by the conversation on C:SI and animation overrides, and I&#8217;ve decided two important [&#8230;]</p>
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		<title>By: Takuan</title>
		<link>http://www.daikonforge.com/webtab/2008/02/16/csi-and-animation-overrides/#comment-333</link>
		<dc:creator>Takuan</dc:creator>
		<pubDate>Wed, 20 Feb 2008 23:22:26 +0000</pubDate>
		<guid>http://www.daikonforge.com/webtab/2008/02/16/csi-and-animation-overrides/#comment-333</guid>
		<description>@Cinco -

Well, yeah...  I'd say that's a pretty accurate assessment, for the most part.  Part of the problem with the existing architecture is that there are only four animation priority levels, and since many of the &lt;a href='http://lslwiki.net/lslwiki/wakka.php?wakka=animation' rel="nofollow"&gt;default animations&lt;/a&gt; are at priority three already, that means that both animation overriders and melee weapons need to use priority four for many things.

In fact, the problem is even more fundamental, in a sense;  Every melee combat weapon - whether C:SI or otherwise - is at heart an animation override itself, so here you have people wearing essentially two animation overrides.  Wearing an AO itself implicitly means that you want those animations to play over all default animations, and there are limited ways to get that to happen, so there's an intrinsic conflict there.

The JIRA issues you point to are a good step in the right direction, though alone they would not eliminate contention.  Still, if LL ever implemented even one of those suggestions Second Life would be a better world overall for it.</description>
		<content:encoded><![CDATA[<p>@Cinco -</p>
<p>Well, yeah&#8230;  I&#8217;d say that&#8217;s a pretty accurate assessment, for the most part.  Part of the problem with the existing architecture is that there are only four animation priority levels, and since many of the <a href='http://lslwiki.net/lslwiki/wakka.php?wakka=animation'>default animations</a> are at priority three already, that means that both animation overriders and melee weapons need to use priority four for many things.</p>
<p>In fact, the problem is even more fundamental, in a sense;  Every melee combat weapon - whether C:SI or otherwise - is at heart an animation override itself, so here you have people wearing essentially two animation overrides.  Wearing an AO itself implicitly means that you want those animations to play over all default animations, and there are limited ways to get that to happen, so there&#8217;s an intrinsic conflict there.</p>
<p>The JIRA issues you point to are a good step in the right direction, though alone they would not eliminate contention.  Still, if LL ever implemented even one of those suggestions Second Life would be a better world overall for it.</p>
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		<title>By: Cinco Pizzicato</title>
		<link>http://www.daikonforge.com/webtab/2008/02/16/csi-and-animation-overrides/#comment-332</link>
		<dc:creator>Cinco Pizzicato</dc:creator>
		<pubDate>Wed, 20 Feb 2008 23:07:26 +0000</pubDate>
		<guid>http://www.daikonforge.com/webtab/2008/02/16/csi-and-animation-overrides/#comment-332</guid>
		<description>I remember being a newbie and wanting to add an animation. I wanted to design a typing replacement. Then I learned how AOs work, and couldn't help but wonder what *else* was as poorly-designed about SL as that.

Anyway, the solution is for animation developers to make their animations the proper priority, rather than just putting it at 4. The swords aren't broken, and the AO isn't broken; it's the animations themselves. Combat animations should be higher priority than standing-around animations.

(Though, like I said, AOs are kind of broken by default, because it's a poor, laggy design. Maybe conversion to mono will help some, and maybe we'll see some improvements such as this: https://jira.secondlife.com/browse/SVC-408 or this: https://jira.secondlife.com/browse/VWR-386 ...)</description>
		<content:encoded><![CDATA[<p>I remember being a newbie and wanting to add an animation. I wanted to design a typing replacement. Then I learned how AOs work, and couldn&#8217;t help but wonder what *else* was as poorly-designed about SL as that.</p>
<p>Anyway, the solution is for animation developers to make their animations the proper priority, rather than just putting it at 4. The swords aren&#8217;t broken, and the AO isn&#8217;t broken; it&#8217;s the animations themselves. Combat animations should be higher priority than standing-around animations.</p>
<p>(Though, like I said, AOs are kind of broken by default, because it&#8217;s a poor, laggy design. Maybe conversion to mono will help some, and maybe we&#8217;ll see some improvements such as this: <a href="https://jira.secondlife.com/browse/SVC-408" rel="nofollow">https://jira.secondlife.com/browse/SVC-408</a> or this: <a href="https://jira.secondlife.com/browse/VWR-386" rel="nofollow">https://jira.secondlife.com/browse/VWR-386</a> &#8230;)</p>
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		<title>By: Notecard is missing from database at Daikon Forge</title>
		<link>http://www.daikonforge.com/webtab/2008/02/16/csi-and-animation-overrides/#comment-321</link>
		<dc:creator>Notecard is missing from database at Daikon Forge</dc:creator>
		<pubDate>Wed, 20 Feb 2008 06:06:40 +0000</pubDate>
		<guid>http://www.daikonforge.com/webtab/2008/02/16/csi-and-animation-overrides/#comment-321</guid>
		<description>[...] been thinking about some ideas and comments recently brought up by the conversation on C:SI and animation overrides, and I&#8217;ve decided two important [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] been thinking about some ideas and comments recently brought up by the conversation on C:SI and animation overrides, and I&#8217;ve decided two important [&#8230;]</p>
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		<title>By: Takuan</title>
		<link>http://www.daikonforge.com/webtab/2008/02/16/csi-and-animation-overrides/#comment-318</link>
		<dc:creator>Takuan</dc:creator>
		<pubDate>Tue, 19 Feb 2008 20:59:30 +0000</pubDate>
		<guid>http://www.daikonforge.com/webtab/2008/02/16/csi-and-animation-overrides/#comment-318</guid>
		<description>Heh, yeah, I've seen your thread on the forums (and in your profile) about some of the support issues you've had :)


The AutoZHAO idea is actually something I've been thinking of trying out.  It wouldn't necessarily be "rapid-fire", since there's only a few states that I'd even need to cooperate with the ZHAO, but there's just no way for me to know how it would play out until I tried and tested it.

Thanks for the reply!!!</description>
		<content:encoded><![CDATA[<p>Heh, yeah, I&#8217;ve seen your thread on the forums (and in your profile) about some of the support issues you&#8217;ve had <img src='http://www.daikonforge.com/webtab/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>The AutoZHAO idea is actually something I&#8217;ve been thinking of trying out.  It wouldn&#8217;t necessarily be &#8220;rapid-fire&#8221;, since there&#8217;s only a few states that I&#8217;d even need to cooperate with the ZHAO, but there&#8217;s just no way for me to know how it would play out until I tried and tested it.</p>
<p>Thanks for the reply!!!</p>
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		<title>By: Ziggy Puff</title>
		<link>http://www.daikonforge.com/webtab/2008/02/16/csi-and-animation-overrides/#comment-317</link>
		<dc:creator>Ziggy Puff</dc:creator>
		<pubDate>Tue, 19 Feb 2008 20:37:45 +0000</pubDate>
		<guid>http://www.daikonforge.com/webtab/2008/02/16/csi-and-animation-overrides/#comment-317</guid>
		<description>Someone recently released AutoZHAO, which is a ZHAO-II mod that listens for commands from furniture/poseballs and turns itself off when required. There's an announcement in the forums. Just throwing that out there as something else to investigate, potentially. I'm not sure that a rapid-fire sequence of on/off commands issued over a chat channel would be lag friendly or even look right, but it might be one way to get the swords to partially control the AO.

And I hear you on the free support thing. It's not fun. At all.</description>
		<content:encoded><![CDATA[<p>Someone recently released AutoZHAO, which is a ZHAO-II mod that listens for commands from furniture/poseballs and turns itself off when required. There&#8217;s an announcement in the forums. Just throwing that out there as something else to investigate, potentially. I&#8217;m not sure that a rapid-fire sequence of on/off commands issued over a chat channel would be lag friendly or even look right, but it might be one way to get the swords to partially control the AO.</p>
<p>And I hear you on the free support thing. It&#8217;s not fun. At all.</p>
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		<title>By: Second Aimee</title>
		<link>http://www.daikonforge.com/webtab/2008/02/16/csi-and-animation-overrides/#comment-313</link>
		<dc:creator>Second Aimee</dc:creator>
		<pubDate>Mon, 18 Feb 2008 01:18:21 +0000</pubDate>
		<guid>http://www.daikonforge.com/webtab/2008/02/16/csi-and-animation-overrides/#comment-313</guid>
		<description>&lt;strong&gt;C:SI combat and animation overrides (AOs)...&lt;/strong&gt;

Takuan has a great post about how AOs break C:SI combat animations and how stuff like landing and stand anims can mask blocks and sometimes even attacks so yer opponent can't tell what yer doing. You know what I'm talking...</description>
		<content:encoded><![CDATA[<p><strong>C:SI combat and animation overrides (AOs)&#8230;</strong></p>
<p>Takuan has a great post about how AOs break C:SI combat animations and how stuff like landing and stand anims can mask blocks and sometimes even attacks so yer opponent can&#8217;t tell what yer doing. You know what I&#8217;m talking&#8230;</p>
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		<title>By: C:SI and animation overrides &#8212; Second Life Tips and Tricks</title>
		<link>http://www.daikonforge.com/webtab/2008/02/16/csi-and-animation-overrides/#comment-307</link>
		<dc:creator>C:SI and animation overrides &#8212; Second Life Tips and Tricks</dc:creator>
		<pubDate>Sun, 17 Feb 2008 00:33:55 +0000</pubDate>
		<guid>http://www.daikonforge.com/webtab/2008/02/16/csi-and-animation-overrides/#comment-307</guid>
		<description>[...] for walk and run animations to completely obscure C:S I combat animations&#8230;.    source: C:SI and animation overrides, Daikon [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] for walk and run animations to completely obscure C:S I combat animations&#8230;.    source: C:SI and animation overrides, Daikon [&#8230;]</p>
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		<title>By: Takuan</title>
		<link>http://www.daikonforge.com/webtab/2008/02/16/csi-and-animation-overrides/#comment-306</link>
		<dc:creator>Takuan</dc:creator>
		<pubDate>Sat, 16 Feb 2008 21:17:15 +0000</pubDate>
		<guid>http://www.daikonforge.com/webtab/2008/02/16/csi-and-animation-overrides/#comment-306</guid>
		<description>Even &lt;b&gt;if&lt;/b&gt; 75% of C:SI warriors used such a fancy-schmancy C:SI-friendly AO, and that's almost certainly a much higher value than would happen in reality, it wouldn't solve the problem of not being able to add some of the moves I'd like to add which conflict with AOs.

Of the 15,000  people who have fought with C:SI weapons there are thousands who are not actively part of the community, who only have the swords for looks or what have you.  Those people are even less likely to switch AO's, and that potentially leaves me with a product that looks like it's broken to thousands of people.

Blech.  I'll just keep trying to think of something.</description>
		<content:encoded><![CDATA[<p>Even <b>if</b> 75% of C:SI warriors used such a fancy-schmancy C:SI-friendly AO, and that&#8217;s almost certainly a much higher value than would happen in reality, it wouldn&#8217;t solve the problem of not being able to add some of the moves I&#8217;d like to add which conflict with AOs.</p>
<p>Of the 15,000  people who have fought with C:SI weapons there are thousands who are not actively part of the community, who only have the swords for looks or what have you.  Those people are even less likely to switch AO&#8217;s, and that potentially leaves me with a product that looks like it&#8217;s broken to thousands of people.</p>
<p>Blech.  I&#8217;ll just keep trying to think of something.</p>
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		<title>By: Takuan</title>
		<link>http://www.daikonforge.com/webtab/2008/02/16/csi-and-animation-overrides/#comment-305</link>
		<dc:creator>Takuan</dc:creator>
		<pubDate>Sat, 16 Feb 2008 21:07:24 +0000</pubDate>
		<guid>http://www.daikonforge.com/webtab/2008/02/16/csi-and-animation-overrides/#comment-305</guid>
		<description>I have thought about putting jumps into the weapons, because there are a few jumps that really go with a specific weapon's attacks, but run animations tend to be more individualistic, and sometimes even gender-specific.

I'm looking into the custom AO thing right now, good timing on the comment Colin.  I suspect it would be easy enough to modify the ZHAO-II code so that it would behave exactly the same as any other AO outside of combat and during combat would not conflict with C:SI, but that still would put me in the position of supporting it.  

I don't like the idea of additional support, but that won't stop me from seeing whether such a modification can be made and how well it might work.  It may turn out to be worth it, I don't know.

I still suspect that many people would not choose to use it, but I've been wrong  before (gasp!!!)</description>
		<content:encoded><![CDATA[<p>I have thought about putting jumps into the weapons, because there are a few jumps that really go with a specific weapon&#8217;s attacks, but run animations tend to be more individualistic, and sometimes even gender-specific.</p>
<p>I&#8217;m looking into the custom AO thing right now, good timing on the comment Colin.  I suspect it would be easy enough to modify the ZHAO-II code so that it would behave exactly the same as any other AO outside of combat and during combat would not conflict with C:SI, but that still would put me in the position of supporting it.  </p>
<p>I don&#8217;t like the idea of additional support, but that won&#8217;t stop me from seeing whether such a modification can be made and how well it might work.  It may turn out to be worth it, I don&#8217;t know.</p>
<p>I still suspect that many people would not choose to use it, but I&#8217;ve been wrong  before (gasp!!!)</p>
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