Client-side AO (animation overrider): own implementation, collar/script compatible, notecard import #496

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opened 2026-10-06 16:30:19 +00:00 by sky_line · 0 comments
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Many users miss Firestorm's built-in AO. Build our own client-side AO. It replaces default animations from the viewer, so it costs no script time, needs no worn object, and works in no-script regions. It must cooperate with collars, poseballs and scripted animations.

Requirements

  • AO sets from an inventory folder, with one or more animations per state:

    • stand, walk, run, crouch, crouch-walk, fly, hover (up/down), land, prejump, jump, fall, turn, sit, ground sit;
    • swim states, if the sim provides them.

    Stands cycle randomly or in order on a timer, and you can switch to the next stand by hand.

  • Import of existing AO notecards (ZHAO-II / Oracul formats, which most AO products ship with), so people keep using the AOs they own. Also compatible with Firestorm's #AO inventory layout, so Firestorm users' AO sets work.

  • Sit override as an option, switched off automatically on poseballs and furniture with their own animations.

  • Works with collars and scripts:

    • When a script (collar pose, poseball, dance HUD, RLV-forced animation) animates the avatar, the AO must pause the states that would fight it, then resume.
    • Explore every path a collar or script can use to control the AO without our own in-world bridge: RLV / llOwnerSay patterns, and the viewer reacting to animation-priority takeover.
    • Document what needs the bridge (#428).
  • UI/UX better than Firestorm's: a compact on-screen control (on/off, next stand, set picker), a full editor floater, a toolbar button and chat commands. Clear feedback when it's paused, and why.

  • RLV respected, and no conflict with a scripted AO HUD the user is wearing (detect it and offer to pause).

Rules

Use Firestorm's behaviour as a compatibility reference only (released versions). Write our own implementation; no Firestorm code, XUI or art.

Related: #428 (LSL bridge), #463.

Many users miss Firestorm's built-in AO. Build **our own client-side AO**. It replaces default animations from the viewer, so it costs no script time, needs no worn object, and works in no-script regions. It must cooperate with collars, poseballs and scripted animations. ## Requirements - **AO sets** from an inventory folder, with one or more animations per state: - stand, walk, run, crouch, crouch-walk, fly, hover (up/down), land, prejump, jump, fall, turn, sit, ground sit; - swim states, if the sim provides them. Stands cycle randomly or in order on a timer, and you can switch to the next stand by hand. - **Import of existing AO notecards** (ZHAO-II / Oracul formats, which most AO products ship with), so people keep using the AOs they own. Also compatible with Firestorm's `#AO` inventory layout, so Firestorm users' AO sets work. - **Sit override** as an option, switched off automatically on poseballs and furniture with their own animations. - **Works with collars and scripts:** - When a script (collar pose, poseball, dance HUD, RLV-forced animation) animates the avatar, the AO must pause the states that would fight it, then resume. - Explore every path a collar or script can use to control the AO without our own in-world bridge: RLV / `llOwnerSay` patterns, and the viewer reacting to animation-priority takeover. - Document what needs the bridge (#428). - **UI/UX better than Firestorm's:** a compact on-screen control (on/off, next stand, set picker), a full editor floater, a toolbar button and chat commands. Clear feedback when it's paused, and why. - **RLV respected**, and no conflict with a scripted AO HUD the user is wearing (detect it and offer to pause). ## Rules Use Firestorm's behaviour as a compatibility reference only (released versions). Write our own implementation; no Firestorm code, XUI or art. Related: #428 (LSL bridge), #463.
sky_line added this to the Slipstream project 2026-10-06 16:30:19 +00:00
sky_line referenced this issue from a commit 2026-10-06 20:15:41 +00:00
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sky_line/Slipstream#496
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