/// <summary>
        /// The movement animation is reserved for "main" animations
        /// that are mutually exclusive, e.g. flying and sitting.
        /// </summary>
        /// <returns>'true' if the animation was updated</returns>
        ///



        public bool TrySetMovementAnimation(string anim)
        {
            bool ret = false;

            if (!m_scenePresence.IsChildAgent)
            {
//                m_log.DebugFormat(
//                    "[SCENE PRESENCE ANIMATOR]: Setting movement animation {0} for {1}",
//                    anim, m_scenePresence.Name);

                if (aoSitGndAnim != UUID.Zero)
                {
                    avnChangeAnim(aoSitGndAnim, false, true);
                    aoSitGndAnim = UUID.Zero;
                }

                UUID overridenAnim = m_scenePresence.Overrides.GetOverriddenAnimation(anim);
                if (overridenAnim != UUID.Zero)
                {
                    if (anim == "SITGROUND")
                    {
                        UUID defsit = DefaultAvatarAnimations.AnimsUUIDbyName["SIT_GROUND_CONSTRAINED"];
                        if (defsit == UUID.Zero)
                        {
                            return(false);
                        }
                        m_animations.SetDefaultAnimation(defsit, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID);
                        aoSitGndAnim = overridenAnim;
                        avnChangeAnim(overridenAnim, true, false);
                    }
                    else
                    {
                        m_animations.SetDefaultAnimation(overridenAnim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID);
                    }
                    m_scenePresence.SendScriptChangedEventToAttachments(Changed.ANIMATION);
                    SendAnimPack();
                    ret = true;
                }
                else
                {
                    // translate sit and sitground state animations
                    if (anim == "SIT" || anim == "SITGROUND")
                    {
                        anim = m_scenePresence.sitAnimation;
                    }

                    if (m_animations.TrySetDefaultAnimation(anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
                    {
//                    m_log.DebugFormat(
//                        "[SCENE PRESENCE ANIMATOR]: Updating movement animation to {0} for {1}",
//                        anim, m_scenePresence.Name);

                        m_scenePresence.SendScriptChangedEventToAttachments(Changed.ANIMATION);
                        SendAnimPack();
                        ret = true;
                    }
                }
            }
            else
            {
                m_log.WarnFormat(
                    "[SCENE PRESENCE ANIMATOR]: Tried to set movement animation {0} on child presence {1}",
                    anim, m_scenePresence.Name);
            }
            return(ret);
        }