> What is the current status on how SL handles mesh avatars that are not quite
> "standard"??
>
> as an example if im using a Dire Wolf mesh avatar (and its properly rigged)
> will it work with quad animations??
>
> Please do not just link to some semi random LL wiki page only link if it
> covers large/small and or quad avatars.

Your subject line seems to vary a bit from the contents of the email,
and I'm having difficulty interpreting your question.

I'm going to assume the following:
-You are making a quadruped rigged mesh avatar.
-You intend to create "micro" and "macro" versions of this avatar by
resizing the mesh and reimporting it.
-You are making a complete set of custom quadruped animations.

And I'm going to assume your actual question is as follows:
-Can I use the same animations I've created for a normal sized avatar
on the micro and macro versions of the same avatar?

If you've experimented with uploading rigged mesh at all, you'll
notice that there is a "height offset" value that you can set. When
uploading a macro or micro avatar, the primarily change will be
modifying this offset so the figure stands with their feet set on the
ground.

I have not done experimentation regarding animations and scaled meshes
myself, but whether your animations can be reused or not depends on
how the hip height of the animation itself is handled depending on how
the hip height is configured when uploading rigged mesh. If the
animation's height is a proportion of the configured height, then a
crouching animation will put your tiny avatar just slightly further
towards the ground, a normal avatar a larger distance but the same
proportion, and so on. Otherwise, if it's closer to an absolute value,
your tiny avatar is going to drop underground while playing the normal
sized avatar's crouch animation.

You will also notice, as you experiment with the animations, that the
motion of the feet of the walk animation from a normal sized avatar no
longer lines up with the ground on different sized avatars. The speed
the agent traverses the landscape is not configurable, so giants and
tinies move across the ground at the same speed. When you scale the
figure up, it needs to move the legs slower. Same with scaling down --
the legs need to move faster.

Assuming I understood your question right (feel free to rephrase it if
I did not so someone else can take a stab at it), your answer is "yes
and no." And also "depends."

Do some experimentation based on the above and let us know the result.
However, I'm certain some of the animations will simply not work and
need to either have their height adjusted for the different sizes of
avatars, or have their timing adjusted.

If your question is specific to animations and rigged mesh scales as I
assumed, you may also find further help inworld under a group related
to your 3D modeling program, or the Avatar Maker's Guild.

Stickman
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