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	<updated>2026-06-27T00:42:16Z</updated>
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	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Uploading_animations&amp;diff=840632</id>
		<title>Uploading animations</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Uploading_animations&amp;diff=840632"/>
		<updated>2010-04-04T05:55:03Z</updated>

		<summary type="html">&lt;p&gt;Nik Ishtari: In Viewer 2 the Upload menu has moved&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBmaster}}&lt;br /&gt;
&lt;br /&gt;
Second Life allows Residents to upload customized animations for use in gestures and scripted objects. This article covers the &#039;&#039;&#039;basic process of uploading an animation&#039;&#039;&#039;. For more information on creating, using, and uploading animations in Second Life, check out the [[Animation Guide|Animation Guide article]], and the [[Animation|Animation page on this Wiki]].&lt;br /&gt;
&lt;br /&gt;
{{KBnote| Just like [[Uploading_images_and_sounds|textures and sounds]], animations cost L$10 each to upload.}}&lt;br /&gt;
&lt;br /&gt;
== Uploading ==&lt;br /&gt;
&lt;br /&gt;
All Second Life animations must be uploaded in [http://en.wikipedia.org/wiki/Biovision_Hierarchy Biovision Hierarchy (BVH) format]. To upload:&lt;br /&gt;
&lt;br /&gt;
# Go to &#039;&#039;&#039;File&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Upload Animation (L$10)&#039;&#039;&#039;.&lt;br /&gt;
# From the file browser, choose the BVH animation file you wish to upload.&#039;&lt;br /&gt;
# Choose your desired options in the upload preview window, then press &#039;&#039;&#039;Upload (L$10)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In Viewer 2 the Upload menu has moved:&lt;br /&gt;
&lt;br /&gt;
* Click &#039;&#039;&#039;My Inventory&#039;&#039;&#039; sidebar tab (the luggage icon). &lt;br /&gt;
* Choose My Inventory&#039;s &#039;&#039;&#039;File&#039;&#039;&#039; menu &amp;gt; &#039;&#039;&#039;Upload &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See [[Viewer_2_Moves]].&lt;br /&gt;
&lt;br /&gt;
This video shows you how the process works:&lt;br /&gt;
&lt;br /&gt;
{{KBvideo|4242932}}&lt;br /&gt;
&lt;br /&gt;
== Upload Preview window ==&lt;br /&gt;
&lt;br /&gt;
The upload preview window presents multiple controls that can change the way your animation plays inworld. You can preview your animation by clicking the &#039;&#039;&#039;Play/Pause&#039;&#039;&#039; and &#039;&#039;&#039;Stop&#039;&#039;&#039; buttons next to the time index slider.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; - The name this animation will have in your inventory. You can rename an animation at any time by right-clicking it in your inventory and selecting &#039;&#039;&#039;Rename&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039; - Some descriptive text to help you remember some information about this animation. This field is optional.&lt;br /&gt;
*&#039;&#039;&#039;Priority&#039;&#039;&#039; - This animation&#039;s priority, when conflicting with other animations. An animation with a priority of 0 will not interfere with any other animations, while an animation with a priority of 4 will override all other currently playing animations.&lt;br /&gt;
*&#039;&#039;&#039;Preview while&#039;&#039;&#039; - Changes the posture of the avatar in the preview window. You can preview your animation while: &#039;&#039;&#039;Standing&#039;&#039;&#039;, &#039;&#039;&#039;Walking&#039;&#039;&#039;, &#039;&#039;&#039;Sitting&#039;&#039;&#039;, or &#039;&#039;&#039;Flying&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Loop&#039;&#039;&#039; - Check this box to cause your animation to play in a repeating loop. One-frame poses must be looped in order to stay posed.&lt;br /&gt;
*&#039;&#039;&#039;In(%)&#039;&#039;&#039; - On a scale from 0 (start) to 100 (end), this is where your animation will start. If you set In(%) to 50.0, it will always start (or loop) from halfway through the animation.&lt;br /&gt;
*&#039;&#039;&#039;Out(%)&#039;&#039;&#039; - On a scale from 0 (start) to 100 (end), this is where your animation will end. If you set Out(%) to 50.0, it will always end (or restart its loop) halfway through the animation.&lt;br /&gt;
*&#039;&#039;&#039;Hand Pose&#039;&#039;&#039; - This dropdown menu provides you with a set of possible hand poses for your animation. Hand poses are not displayed on the avatar in the preview window.&lt;br /&gt;
*&#039;&#039;&#039;Expression&#039;&#039;&#039; - This dropdown menu provides a number of facial expressions to play during your animation. Expressions are not displayed on the avatar in the preview window.&lt;br /&gt;
*&#039;&#039;&#039;Ease In (sec)&#039;&#039;&#039; - This setting allows you to set the amount of time allowed for your avatar to realistically ease into an animation from his current pose. A setting of 0.000 will cause your avatar to snap directly into the new pose. This setting is measured in seconds.&lt;br /&gt;
*&#039;&#039;&#039;Ease Out (sec)&#039;&#039;&#039; - This setting allows you to set the amount of time allowed for your avatar to realistically ease out of an animation when it ends. A setting of 0.000 will cause your avatar to snap directly back to his next highest priority current animation. This setting is measured in seconds.&lt;br /&gt;
&lt;br /&gt;
[[Image:kbsd_kb_upload_animation.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Filming Audiovisual Extravaganzas]] [[Category:Content Creation]] [[Category:Creators]] [[Category:Coding Scripts]]&lt;/div&gt;</summary>
		<author><name>Nik Ishtari</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=LSL_101/Event_Handler_Parameters&amp;diff=840582</id>
		<title>LSL 101/Event Handler Parameters</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=LSL_101/Event_Handler_Parameters&amp;diff=840582"/>
		<updated>2010-04-04T00:44:21Z</updated>

		<summary type="html">&lt;p&gt;Nik Ishtari: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:LSL 101]]&lt;br /&gt;
{{NavNextPrev|prev=Variable Initialization|next=}}&lt;br /&gt;
&lt;br /&gt;
When we introduced the [[LSL 101/The touch_start Event|touch_start event handler]], we put off explaining the meaning of what was between the parentheses in this line:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;lsl&amp;gt; touch_start( integer num_detected )&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time has come when we can easily explain this.  The phrase &#039;&#039;integer num_detected&#039;&#039; is a declaration of a local variable that has been created and initialized by the sim server.  The server initializes it with the number of distinct touches that have occurred since the last time the touch_start handler was called.&lt;br /&gt;
&lt;br /&gt;
Consider this script:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;lsl&amp;gt;integer TotalTouches = 0;&lt;br /&gt;
&lt;br /&gt;
default&lt;br /&gt;
{&lt;br /&gt;
     touch_start( integer num_detected )&lt;br /&gt;
     {&lt;br /&gt;
          // Update the total number of touches&lt;br /&gt;
          TotalTouches = TotalTouches + num_detected;&lt;br /&gt;
&lt;br /&gt;
          // Announce the current total&lt;br /&gt;
          llOwnerSay( &amp;quot;I have been touched a total of &amp;quot; + (string)TotalTouches + &amp;quot; times.&amp;quot; );&lt;br /&gt;
     }&lt;br /&gt;
}&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We have a global variable &#039;&#039;TotalTouches&#039;&#039; which is accumulating the total number of times our object is touched.  Each time the touch_start event handler is called, the sim server initializes &#039;&#039;num_detected&#039;&#039; to be the number of times the object was touched since the previous execution of &#039;&#039;touch_start&#039;&#039;.  If you test this by yourself, chances are that &#039;&#039;TotalTouches &#039;&#039; will always be incrementing by one.  But if you get a bunch of your friends together and have them all touch the object as rapidly as they can, sometimes you will see &#039;&#039;TotalTouches&#039;&#039; incrementing by more than one. &lt;br /&gt;
&lt;br /&gt;
There are many event handlers (about 35 different ones in all) and most of them have one or more parameters.  The details will differ with the event, but the idea is always the same.  Each event handler handles one particular type of event and the parameters in the event handler provide the script with the specific details.&lt;br /&gt;
&lt;br /&gt;
On a side note, we see from this example that a script doesn&#039;t &#039;&#039;have&#039;&#039; to have a state_entry event handler.  A script has to have at least one event handler, but if nothing needs to be done when the script starts up, it isn&#039;t necessary to put in an empty state_entry handler.&lt;/div&gt;</summary>
		<author><name>Nik Ishtari</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:LSL_101&amp;diff=840572</id>
		<title>Talk:LSL 101</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:LSL_101&amp;diff=840572"/>
		<updated>2010-04-04T00:41:11Z</updated>

		<summary type="html">&lt;p&gt;Nik Ishtari: Created page with &amp;#039;LSL 101 is a great tutorial - but it could be more obvious that it exists! I must have visited the start page 20 times in the last couple of days, but only now realised that ther...&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;LSL 101 is a great tutorial - but it could be more obvious that it exists! I must have visited the start page 20 times in the last couple of days, but only now realised that there is actual content here! When you arrive at the start page you see:&lt;br /&gt;
&lt;br /&gt;
Kickoff discussion is happening in the SL Builder&#039;s Forum. &lt;br /&gt;
Proposed structure: &lt;br /&gt;
Change structure at the Template:LSL Wikibook Index &lt;br /&gt;
&lt;br /&gt;
It really looks (to me anyway) that this is a page waiting to be started.&lt;br /&gt;
&lt;br /&gt;
I suggest that an entry point to the table of contents be put in this prominent position.&lt;br /&gt;
&lt;br /&gt;
[[User:Nik Ishtari|Nik Ishtari]] 00:41, 4 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Nik Ishtari</name></author>
	</entry>
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