Difference between revisions of "LlGetObjectAnimationNames"

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|return_text=of names of animations playing in the current object
|return_text=of names of animations playing in the current object
|spec
|spec
|caveats=
<b>This function will be supported in the upcoming Animated Objects ("Animesh") project.</b><br/>Currently it will only work in supported testing areas with a supported test viewer.
|notes=
Animated objects work by associating a skeleton with a linkset containing one or more rigged mesh primitives. When animations are played by a script in any of the prims in the linkset, the skeleton will animate and any rigged meshes in the linkset will move accordingly. A script running in any prim of the linkset can start, stop or query animations using the new commands. The typical usage of these functions is to do all object animation scripting in the root prim of the linkset; in this scenario, the animations and scripts would all be part of the inventory of this prim, and so of the object as a whole. However, if scripts and animations are present in multiple prims of a linkset, it is important to understand that animations are started, stopped and tracked independently in each prim.
|also_functions={{LSL DefineRow||[[llStartObjectAnimation]]|Start playing an animation in the current object}}
|also_functions={{LSL DefineRow||[[llStartObjectAnimation]]|Start playing an animation in the current object}}
{{LSL DefineRow||[[llStopObjectAnimation]]|Stop playing an animation in the current object}}
{{LSL DefineRow||[[llStopObjectAnimation]]|Stop playing an animation in the current object}}

Revision as of 13:05, 30 August 2017

Emblem-important-yellow.png LSL Feature Request
The described function does not exist. This article is a feature request.

Summary

Function: list llGetObjectAnimationNames( );
REQUEST Function ID
0.0 Forced Delay
10.0 Energy

Returns a list of names of animations playing in the current object

Caveats

This function will be supported in the upcoming Animated Objects ("Animesh") project.
Currently it will only work in supported testing areas with a supported test viewer.

All Issues ~ Search JIRA for related Bugs

Examples

Notes

Animated objects work by associating a skeleton with a linkset containing one or more rigged mesh primitives. When animations are played by a script in any of the prims in the linkset, the skeleton will animate and any rigged meshes in the linkset will move accordingly. A script running in any prim of the linkset can start, stop or query animations using the new commands. The typical usage of these functions is to do all object animation scripting in the root prim of the linkset; in this scenario, the animations and scripts would all be part of the inventory of this prim, and so of the object as a whole. However, if scripts and animations are present in multiple prims of a linkset, it is important to understand that animations are started, stopped and tracked independently in each prim.

See Also

Functions

•  llStartObjectAnimation Start playing an animation in the current object
•  llStopObjectAnimation Stop playing an animation in the current object

Deep Notes

Search JIRA for related Issues

Signature

//function list llGetObjectAnimationNames();