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Hi I have written asking about this mystery a couple of times before but no one seems to have any idea, which I find difficult to believe, so I'm trying again with a fresh example. There is a particular technique of animating a mesh object that I am seeing that utterly baffles me and I wonder if any smart mesh coder out there can point the way for me? Now one method I'm familair with is by combining many models together, each with a slightly moved posture, linking them all together into one multi-limbed monstrosity, then using LSL to switch them all invisible but one, then cycle through which one is visible to create the desired effect. You have one new model for each 'frame' of the finished animation. Now I understand that and that is NOT the technique I'm asking about. The mystery technique operates on a single mesh object (no linked parts) that reports only 2 faces. An actual example: I recently bought a shark that has 4 tail swim positions. I have seen things with about 10 positions but lets keep this simple as an example. When working, the shark switches tail positions to create the illusion of wagging it's tail left and right. As there are only 4 positions in this example, the illusion is a little jerky, but it's the 'how'? of it I want to ask about. This shark is one object - not four. It's not one torso with four tails either. It's the Shiva of sharks - all one body with several tail fins. So - switching one body visible and the rest 'off' isn't possible here. Clicking on the various tails as I have to get their face number doesn't solve it either, as at least three of the tails have the exact same face number. I have seen other cretaures that have many more than 4 positions, and these too are all one model with a similar paucity of faces, so - it's NOT about addressing different faces and telling different faces to switch on and off either. So summary - we have a multi-phase animated creature with more 3D new positions than there are objects - or faces - in it's composition. How on earth can I start to accomplish something like that myself? Only if you actually know please! Regards Frankie.
My animated texture (32 frames, 8x4) works perfectly on the face of a prim cube, but when applied to a triangular mesh surface insists on 'tiling' itself into many small squares each static and displaying the moving animation at a different stage. I can change the angle of the texture, but not the scale at which it displays. Any ideas, please ?
Hi all, since the introduction of Bento on the grid I have been having an issue that I can't quite figure out. When I am animating a piece of furniture (I use Avsitter & have for years) I can set the male & female animation in a couples pose & it looks fine. I dump the info, add it to the AVpos note card & retest & my avatars body breaks. It contorts into a weird back broken stance & won't change until I hit un-deform avatar. That fixes me until I run through the animations again & it breaks again. It's not always the same animation causing it either. It's weird I can put a totally different animation in and it will break in the same place. Some people see it break for them as well & others do not. I'm at a loss as to how to fix it. In my 8 years, I've never encountered this issue & it only happens if I have bento animations in my furniture, but, I can't be the only person not using Bento on the grid. Any ideas on how to fix it? I took off my ankle lock, all my huds to do with head or body & my AO. Still happens. Is it possible that it was uploaded wrong or something?