nyuuzyou/wikis huggingface dataset:
Anim File Format

The file format parser may be found in the open-source viewer code in the directory indra/llcharacter/llkeyframemotion.cpp LLKeyframeMotion::deserialize(LLDataPacker& dp, const LLUUID& asset_id)
== Definitions ==
* S32 Signed 32-bit integer
* U8 Unsigned 8-bit integer (char)
* U16 Unsigned 16-bit integer
* U32 Signed 32-bit integer
* F16 16-bit float.
* F32 32-bit float.
Strings from binary unpacker take the form of a S32 for the length of the string followed by the string data. There is no null terminator. EX: cat=3cat 
== File organization ==
The anim format consists of the following header and then 0 or more recurrent blocks in sequence.
Type 	Name 	Values possible 	Notes
U16 	Version 	1 	//Required to be 1.
U16 	Sub Version 	0 	//Required as 0.
S32 	Base Priority 	USE_MOTION_PRIORITY = -1,LOW_PRIORITY = 0,MEDIUM_PRIORITY,HIGH_PRIORITY,HIGHER_PRIORITY,HIGHEST_PRIORITY,ADDITIVE_PRIORITY = LL_CHARACTER_MAX_PRIORITY	//Needs to be UI element in anim exporter.
F32 	Duration 	Number secs for anim to run 	
String	Emote_Name 	String to identify animation. 	//Verify
F32 	Loop In Point 	Sec where loop starts 	
F32 	Loop Out Point 	Sec where loop ends 	
S32 	Loop 	True/False 	//Converts to bool
F32 	Ease-in duration 	Secs 	
F32 	Ease-out duration	Secs 	
U32 	Num Hand Poses 	 	//Treating as 0 for this example.
U32 	Num Joint Motions	<= max joints of skeleton 	//Number of joints that move in this anim.
Number of joints is followed by joint data.
Foreach joint, read:
:
String	Joint name 	joint to move 	
S32 	Joint priority	See above 	
S32 	Num Rot Keys 	Number of rotation keys for this joint	
Foreach rotation key on this joint:
::
F16 	time 	time (relative to start of animation)	//This becomes less accurate the longer the overall duration of the animation.
3 U16	X Y Z	The rotation on each axis 	
After the rotation keys are read, get the position keys.
:
S32	Num Pos Keys	Number of position keys for this joint
For each position key:
::
F16 	time 	time (relative to start of animation) 	//This becomes less accurate the longer the overall duration of the animation.
3 U16	X Y Z	The position relative each joint's start position.	//This range is clamped to +- 5.0m
The joint keys have all be read, now it is time for constraints:
S32	Num Constraints	Number of constraints
For each constraint: 
:
U8 	chain_length 	number of joints in chain.
U8 	constraint_type 	Types: CONSTRAINT_TYPE_POINT, CONSTRAINT_TYPE_PLANE
16bytes	source_volume 	Collision volume ID string.
3 F32 	source_offset X,Y,Z 	
16bytes	target_volume 	Collision volume ID string.
3 F32 	target_offset X,Y,Z 	
3 F32 	target_direction X,Y,Z 	
F32 	Constraint ease_in_start 	
F32 	Constraint ease_in_stop 	
F32 	Constraint ease_out_start	
F32 	Constraint ease_out_stop 	
==See also==
scripts/content_tools/anim_tool.py in the viewer source
Animation

An animation, in Second Life lingo, is a set of instructions that cause an avatar to engage in a sequence of motions.
You can use animations to make your avatar clap their hands, dance, blow someone a kiss (or slap them), and much more. 
== See Also ==
* How to create animations
* Video Tutorial/Creating & uploading animations
* Internal Animations
* Animation Priority
* Knowledge Base articles:
** Animation Guide
** Uploading animations
Animation/ja

この項目はアニメーションについて書かれています。LSLに関連するアニメーションについては Category:LSL アニメーション をご覧ください。
Second Life用語としてのアニメーションは、アバターに連続した動きをさせる1セットの命令です。
アニメーションを使うとアバターに手を叩かせたり、踊らせたり、誰かに投げキッスをしたり(ビンタをされたり)、様々なことができます。
== 参照 ==
* How to create animations (英語)
* Video Tutorial/Creating & uploading animations (英語)
* 組み込みアニメーション
* Animation Priority (英語)
* ナレッジベース 記事:
** Animation Guide (英語)
** Uploading animations (英語)
Animation Adjustement to Avatar Height

===Animation Adjustement According to Avatar Height Snippet===
This is a piece of code, that is meant to be putted inside a changed event (what is initialized when avatar sits).
This snippet is for a prim that is AT THE FLOOR LEVEL. If you need a snipper for a chair, you need to adjust the parameters according.
<lsl>
integer agentlinknum = llGetNumberOfPrims(); // when avatar sits it becomes the last child on the linkset
 vector size = llGetAgentSize(llAvatarOnSitTarget()); // we measure the avatar size
 
 
 float adjustement = (size.z / 2 ); // size.z is avatar height, pelvis is halfway the avatar
 
 
 
 float avup = (adjustement + ( size.z/10)) + 0.08; // half of avatar + one tenth of avatar + your own tweak (depends on various things, so you have to test what works for you)
 
llSetLinkPrimitiveParamsFast(agentlinknum,[PRIM_POS_LOCAL,<0,0,avup>,PRIM_ROT_LOCAL,llEuler2Rot(<0,0,0>)]); // here we move the avatar to the new position, the rotation part is the target rotation in euler
</lsl>
Animation Durations

The following animation types are the only ones that have a predictable duration.
Animation Type	llGetAnimation Value	Duration in Seconds
prejump 	"PreJumping" 	0.033333333333333333
jump 	"Jumping" 	2.5
slow fly 	"FlyingSlow" 	0.033333333333333333
land 	"Landing" 	0.4
stand up 	"Standing Up" 	2.6
"slow fly" is triggered when you start to move forward, during the transition between hover and fly animations. "prefly" would have been a clearer, and more consistent, name. This might come as a surprise to people expecting slow fly to be another form of movement.
This information is important for avoiding creating animations that will run longer than the action takes.
That said, simulator lag can cause an action to take longer than normal. For that reason, it's best for prejump, jump, and slow fly animations to be looped. That will prevent them from ending early under laggy conditions. If your prejump or slow fly animation is longer than one frame you should normally make the last frame the loop body. This will cause you to become stuck in the appropriate pose until the jump or fly action starts. Jump animations should normally be looped in the middle, since they play while you are in the air. You should not loop land and stand up animations. If they were looped you would land or stand up repeatedly, or appear stuck in a pose, when lagging. They look natural ending before the simulator 'notices' because they end a action sequence (prejump->jump->land or fall->land or fall->stand_up).
== See Also ==
*Animation Upload Loop Controls
*Voluntary Movement Speeds
== Footnotes ==
Category:LSL_Animation
Animation Length Limit

Animations can have no more than 60 seconds worth of unique frames.
Linear animations will therefore end in 60 seconds or less.
Looped animations will only end when stopped.
==Known Issues==
A bug causes the reference frame in the BVH file to be included when measuring the duration of the animation, even though it's never displayed (see VWR-27044). That means the real length limit is less than 60 seconds. How much less depends on the BVH file's frame rate, since you have to shorten a 60 second animation by 1 frame.
== See Also ==
*Animation Upload Loop Controls
*BVH Reference Frame
Category:LSL_Animation
Animation Upload Loop Controls

__NOTOC__
Beginning animators often don't understand what happens to frames before Loop In and after Loop Out. They may not know how to make seamlessly looping animations. The loop controls are also a common source of befuddlement. They work with percentages, rather than frame numbers, unlike every other animation program.
This article attempts to clear up the confusion.
== Before Loop In ==
Frames before Loop In, if any, will be played only when the animation starts. You could think of this as the intro of the animation.
== During the Loop ==
Frames within the loop work like you would probably expect. When playback reaches the Loop Out frame it jumps back to the Loop In frame and continues. To make the loop seamless the Loop In and Loop Out frames need to be identical. There is no interpolation or delay during this jump, which is necessary to avoid a noticeable pause. When the animation is stopped playback will stop jumping to the Loop In frame when it reaches the Loop Out frame.
If playback is stopped in the middle of the loop, playing will continue. It just stops treating the Loop Out frame specially.
== After Loop Out ==
When the animation is stopped the frames after Loop Out, if any, will be played. You could think of this as the outro of the animation.
== Working with Percentages ==
The percentages for Loop In and Loop Out indicate animation frame numbers, not BVH file frame numbers.
For example, in a animation with 7 frames, if we wanted the loop to start on frame 3 of the animation, and end on frame 5 of the animation:
Loop In Percentage:
frame 3/7 animation frames = 42.857%
Loop Out Percentage:
frame 5/7 animation frames = 71.429%
If this strikes anyone as unnecessarily complex and error-prone, that feeling is normal.
== A Diagram of the Example ==
BVH File Frame	Animation Frame
1 	Removed (Reference Frame)
2 	1 (Intro Frame 1)
3 	2 (Intro Frame 2)
4 	3 (Loop Frame 1; Loop In)
5 	4 (Loop Frame 2)
6 	5 (Loop Frame 3; Loop Out)
7 	6 (Outro Frame 1)
8 	7 (Outro Frame 2)
== Known Issues ==
There are some bugs in the BVH importer. One of them causes the first frame of a animation to be triplicated (see ). This causes a noticeable pause in animations that are looped from start to finish. Many recommended adjusting Loop In to account for the reference frame. However, the internal format for animations does not contain the reference frame, and a Loop In of 0% actually starts at 0 seconds into the animation. Adjusting Loop In this way did reduce the visibility of the pause, but did not eliminate it, because it only skipped 1 of the extra frames.
A bug causes frames after Loop Out to not be played in the animation upload preview window. However, they still play correctly in-world (see ).
:You can avoid wasting Linden Dollars due to this bug by testing all your animations on the Preview Grid.
== See Also ==
*BVH Reference Frame
Category:LSL_Animation
Animations

=== Feature Design Document ===
(none)
=== Functional Spec ===
The format uses normalized key framed quaternions stored in shorts. The format is closer to that of Poser than . It consists of a header that tells the viewer what morphs to set, how long the animation plays and at what priority. After that there is an array of bones with each set of positions and rotations. The position array is only used in the root bone (or you can use it to animate the HUD, course there is no default animation for the HUD so once you do, you can't get it back into the default position). Both position & rotations use 3 shorts (16 bits * 3 = 6 bytes) per entry. For quaternions, it regenerates the 4th value since the quaternion is normalized.
=== Test scripts ===
Animation Test
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
Sitting - Make sure animations still work while sitting.
Region crossing - Make sure animations still work while sitting.. in vehicles.. while crossing a region boundary.
Scripted permissions - specifically, animation permissions.
llGetAnimationList
Asset Upload - If animation uploading was changed, verify other uploads still work.
=== User Guides ===
(none)
===See also===
* Animation
Category:Assets
Antiquity Microcontinent

Antiquity is a Microcontinent with the transitory name A116. Its Coordinates are 762-766/910-913, that corresponds to Grid Sector G9, inside Western Ocean.
== Structure ==
On map, it has the form of a square. It is formed by 16 sims linked together, with the common name Antiquity. 
== Geography ==
This microcontinent might be considered a double world. At high altitude (2000 meters) there is a skybox that covers all sims. The skybox forms a large plain, covered with a combination of forest and estates mostly of 18th and early 19th century style, with a public TP providing a route between the two levels in and over the sim of Antiquity Texas.
Below the large skybox, the continent is formed by a large central sea surrounded by land with low Altitude. Land is separated into massive islands, about one island for each sim, partially connected with roads. Road network does not cover the whole microcontinent, but every sim has Water access.
On some sims, there are towns and individual residences in styles based on the 15th to early 19th centuries. Land on other sims is covered with vegetation. Undersea, some sims have been terraformed for mer life.
== Land Status ==
Land is owned by a single estate. Our survey detected no Land With Restricted Access. Protected Land exists, formed by roads and water.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
Apache Portable Runtime

The Apache Portable Runtime (APR) is a set of functions designed to abstract common I/O functions in a crossplatform manner.
We primarily use it for threading and socket i/o. This is actually three packages, apr, apr-util and apr-iconv.
The source and further documentation is available at http://apr.apache.org/
=== What is the APR? ===
As described in the [Wikipedia article] about the APR:
The Apache Portable Runtime (APR) is a supporting library for the Apache web server. It provides a set of APIs that map to the underlying operating system. Where the OS doesn't support a particular function, APR will provide a replacement. Thus, the APR can be used to make a program truly portable across platforms.
The APR was originally a part of Apache, but has now been spun off into a separate project of the Apache Software Foundation, and is used by other applications to achieve platform independence.
The range of platform-independent functionality provided by APR includes:
* Memory allocation and memory pool functionality
* Atomic operations
* Dynamic library handling
* File I/O
* Command argument parsing
* Locking
* Hash tables and arrays
* Mmap functionality
* Network sockets and protocols
* Thread, process and mutex functionality
* Shared memory functionality
* Time routines
* User and group ID services
=== Comparison of APR and other client file storage methods ===
* A table showing where the APR and other procedural file storage methods are used in the client source can be found here: Local data storage methods used in the viewer
Appearance Video Tutorials

Learn how to alter your avatar's appearance, and things will be looking up for you! 
Is there something that REALLY NEEDS a new Video Tutorial? Tell Torley!
Return to Video Tutorials.
==General (Body Shape/Clothing)==
* From the Basics series: "Editing Your Appearance"
<videoflash>Z4v6kK0ZKwE</videoflash>
(or DOWNLOAD HIGH-QUALITY VERSION)
* From the Quicktips series: You Can't Remove Body Parts!
* From the Archives: How To Change Your Appearance
* From a University of Texas sponsored series: Customizing Your Avatar
* By Bex Dagostino, Carlyann Canning, and Goldenpig Babii: Altering Your Avatar's Appearance (08/2007)
==Clothing==
(Note that the basic clothing controls are detailed in the General section, above. Making clothing is covered at TBD.)
* From the Quicktips series: Saving Your Avatar's Outfit
* From the Quicktips series: Rebake Textures to Fix Clothing Glitches
==Attachments==
* From the Quicktips series: Wearing Attachments
* From the Quicktips series: Editing Attachments
* From the Tip of the Week series, #26: Advanced Attachment Adjustment
* From the Quicktips series: Prim and Mesh Hair Differences
* From the Quicktips series: Retrieving Lost Attachments
* From a University of Texas sponsored series: Customizing Your Avatar
* By Bex Dagostino, Carlyann Canning, and Goldenpig Babii: Altering Your Avatar's Appearance (08/2007)
==Shapes and Skins==
Pre-made shapes and skins can be acquired in SL. There does not seem to be a Video Tutorial on this subject, however. 
Category:Video Tutorial Topics Category:Tutorials
Appearance Video Tutorials/de

Lerne, wie Du das Aussehen Deines Avatars veränderst und alles wird besser für Dich werden!
Gibt es irgend etwas, zu dem es WIRKLICH ein neues Videotutorial BRAUCHT? Sag' es Torley!
Zurück zu den Videotutorials.
==Allgemein (Körperform/Bekleidung)==
* Aus der Serie mit den Grundlagen: "Das Bearbeiten Deines Aussehens"
<videoflash>Z4v6kK0ZKwE</videoflash>
(oder HIGH-QUALITY VERSION HERUNTERLADEN)
* Aus der Serie Quicktips: Du kannst keine Körperteile entfernen!
* Aus den Archiven: Wie Du Dein Aussehen veränderst
* Aus einer von der Universität von Texas gesponserten Serie:
Anpassen Deines Avatars
* Von Bex Dagostino, Carlyann Canning und Goldenpig Babii: Das Verändern des Aussehens Deines Avatars (08/2007)
==Bekleidung==
(Bitte nimm' zur Kenntniss, dass die grundlegenden Kontrolleinstellungen in Einzelheiten im oberen Abschnitt enthalten sind. Das Erstellen von Kleidung ist im TBD enhalten.)
* Aus der Serie Quicktips: Das Outfit Deines Avatars speichern
* Aus der Serie Quicktips: Das Rebaken von Texturen, um kleinere Probleme mit Kleidung zu beheben
==Attachments==
* Aus der Serie Quicktips: Das Tragen von Attachments
* Aus der Serie Quicktips: Das Bearbeiten von Attachments
* Aus der Serie Tip der Woche, #26: [http://blog.secondlife.com/2008/03/14/epic-tip-of-the-week-26-advanced-attachment-adjustment/
Anpassen von Attachments für Fortgeschrittene]
* Aus der Serie Quicktips: Unterschiede zwischen Prim- und Meshhaaren
* Aus der Serie Quicktips: Wiederfinden von verlorenen Attachments
* Aus einer von der Universität von Texas gesponserten Serie:
Anpassen Deines Avatars
* Von Bex Dagostino, Carlyann Canning und Goldenpig Babii: Das Verändern des Aussehens Deines Avatars (08/2007)
==Shapes und Skins==
Vorgefertigte Shapes und Skins können in SL bezogen werden. Deshalb scheint es, wie auch immer, nicht notwendig zu sein, dass es ein Videotutorial zu diesem Thema gibt.
Appearance Video Tutorials/es

Aprenda cómo cambiar la apariencia de su avatar ¡y llegar a tanto que le está esperando!
* ¿Hay algo que DE VERDAD NECESITE un nuevo Tutorial en vídeo? ¡Dígaselo a Torley!
* Volver a Video Tutorials.
==General (Shape/Ropas del Cuerpo)==
* De la serie Básicos: "Editing Your Appearance" ("Editando su Apariencia")
<videoflash>Z4v6kK0ZKwE</videoflash>
(o DECARGUE LA VERSIÓN EN ALTA CALIDAD)
* De la serie Trucos Rápidos: "You Can't Remove Body Parts!" /"¡No puede quitar partes del cuerpo!"
* De los Archivos: "How To Change Your Appearance" ("Como cambiar su Apariencia")
* De las series patrocinadas por la Universidad de Texas: "Customizing Your Avatar" ("Personalizando su Avatar")
* De Bex Dagostino, Carlyann Canning, y Goldenpig Babii: "Altering Your Avatar's Appearance" ("Cambiando la Apariencia de su Avatar") (agosto de 2007)
==Ropas==
(Fíjese en que los controles básicos de las ropas se describen en la sección general, arriba. Diseñar vestidos se contempla en TBD.)
* De la serie Trucos Rápidos: "Saving Your Avatar's Outfit" ("Guardando el Vestuario de su Avatar")
* De la serie Trucos Rápidos: "Rebake Textures to Fix Clothing Glitches" ("Recargar Texturas para Eliminar que las Ropas aparezcan como una Niebla")
==Añadidos ("Attachments")==
* De la serie Trucos Rápidos: "Wearing Attachments" ("Llevando Añadidos")
* De la serie Trucos Rápidos: "Editing Attachments" ("Editando Añadidos")
* De la serie Truco de la Semana, #26: "Advanced Attachment Adjustment" ("Ajuste Avanzado de Añadidos")
* De la serie Trucos Rápidos: "Prim and Mesh Hair Differences" ("Diferencias entre el Pelo Prim y Mesh")
* De la serie Trucos Rápidos: "Retrieving Lost Attachments" ("Recuperando Añadidos Perdidos"
* De las series patrocinadas por la Universidad de Texas: "Customizing Your Avatar" ("Personalizando su Avatar")
* De Bex Dagostino, Carlyann Canning, y Goldenpig Babii: "Altering Your Avatar's Appearance" ("Cambiando la Apariencia de su Avatar") (agosto de 2007)
==Shapes y Skins==
Puede adquirirse en SL Shapes y Skins ya elaboradas. No parece preciso un tutorial en vídeo sobre esto.
Appearance Video Tutorials/zh-Hant

Learn how to alter your avatar's appearance, and things will be looking up for you! 
Is there something that REALLY NEEDS a new Video Tutorial? Tell Torley!
Return to Video Tutorials.
==General (Body Shape/Clothing)==
* From the Basics series: "Editing Your Appearance"
<videoflash>Z4v6kK0ZKwE</videoflash>
(or DOWNLOAD HIGH-QUALITY VERSION)
* From the Quicktips series: You Can't Remove Body Parts!
* From the Archives: How To Change Your Appearance
* From a University of Texas sponsored series: Customizing Your Avatar
* By Bex Dagostino, Carlyann Canning, and Goldenpig Babii: Altering Your Avatar's Appearance (08/2007)
==Clothing==
(Note that the basic clothing controls are detailed in the General section, above. Making clothing is covered at TBD.)
* From the Quicktips series: Saving Your Avatar's Outfit
* From the Quicktips series: Rebake Textures to Fix Clothing Glitches
==Attachments==
* From the Quicktips series: Wearing Attachments
* From the Quicktips series: Editing Attachments
* From the Tip of the Week series, #26: Advanced Attachment Adjustment
* From the Quicktips series: Prim and Mesh Hair Differences
* From the Quicktips series: Retrieving Lost Attachments
* From a University of Texas sponsored series: Customizing Your Avatar
* By Bex Dagostino, Carlyann Canning, and Goldenpig Babii: Altering Your Avatar's Appearance (08/2007)
==Shapes and Skins==
Pre-made shapes and skins can be acquired in SL. There does not seem to be a Video Tutorial on this subject, however. 
Category:Video Tutorial Topics Category:Tutorials
Apprentice Buddy Shadowing Models For ABs By ABs

This article is to compile models and advice from Apprentice Buddies who have been offering shadowing experiences. The information herein is not monitored by VTeam. Apprentice Buddy contributions are to be used at your discretion. Please remember to have all shadowing examples meet the requirements for an official shadowing session!
"THE GREETER"
Time Frame: 30- 60 minutes
Criteria: The Apprentice will be tp'd to the center of SL Volunteer OI. The Apprentice would then be greeted as a new resident and then explained all about the OI's and their restrictions. By the end of the shadowing experience, the Apprentice should offer help to at least one resident with a question or direct their query to the appropriate support resource. The Apprentice Buddy will offer support in answering or directing the resident's query, similar to how Mentors utilize the Q&A group as a resource.
Apprentice Buddy Shadowing Models For ABs By ABs/es

Este artículo es para recoger modelos y consjos de 'Apprentice Buddies' que haya estado realizando experiencias de seguimiento. La información aquí recogida no es supervisada por el VTeam. Usted puede usar las aportaciones de los 'Apprentice Buddy' a su discreción. Por favor, recuerde que todos los ejemplos de seguimiento han de cumplir los requerimientos pedidos a una sesión de seguimiento oficial
"THE GREETER"
Duración: 30- 60 minutos
Criterio: El Aprendiz será teletransportado al centro de la SL Volunteer OI. Allí será recibido como un nuevo residente y se le explicará todo sobre las Islas de Orientación y sus restricciones. Para concluir la experiencia de seguimiento, el Aprendiz deberá ofrecer su ayuda al menos a un residente que tenga alguna duda o dirigir la misma hacia el soporte adecuado. El 'Apprentice Buddy' ayudará al Aprendiz en la respuesta o redirección de la cuestión, de forma similar a la empleada por los Mentores en el grupo Q&A.