• integer mode – bit field of Mode flags
• integer link_start – starting link number in animation
• integer face_start – starting face number in animation
• integer link_stop – ending link number in animation
• integer face_stop – ending face number in animation
• integer face_num – set number of faces per link to include in the animation (optional)
• float rate – frames per second (must not be zero)
Prim property can be set on any prim, but only the property used by the root prim is handled by the viewer.
This means that only one animation protocol can be assigned to an object since the property is capable of affecting links other than the link where the prim property is set. I'm welcome to suggestions for multiple animation abilities covering multiple link/face arrays.
Modes
Flag
Description
-
-
-
-
ANIM_ON
0x1
Alpha animation is on. This must be set to start the animation, cleared to stop it.
LOOP
0x2
Loop the alpha animation.
REVERSE
0x4
Play animation in reverse direction.
PING_PONG
0x8
Play animation going forwards, then backwards.
Benefits
Allows client-side alpha sequence animating.
Significant reduction of updates sent to viewers and in-turn significant bandwidth reduction.
Current prim size,rotation,position and/or alpha transition effect practices can evolve with the implementation of this function.
High link count updating is not affected by bandwidth settings or sim lag.
Areas of interest:
Animated pets or babies.
Animated models and art.
Animated avatar components. (mesh facial features, wings, tails)
Animated vehicle components.
Sheathing/unsheathing/stowing/drawing/disappearing/appearing of weapons or components.
Original Jira Fields
| Field | Value |
| ------------- | ------------- |
| Issue | BUG-5789 |
| Summary | Feature Request: llSetObjectAlphaAnimation() |
| Type | New Feature Request |
| Priority | Unset |
| Status | Been Triaged |
| Resolution | Triaged |
| Reporter | Lucia Nightfire (lucia.nightfire) |
| Created at | 2014-04-20T16:42:45Z |
| Updated at | 2014-10-01T19:42:44Z |
```
{
'Business Unit': ['Platform'],
'Date of First Response': '2014-04-23T13:25:18.297-0500',
'How would you like the feature to work?': "Client side alpha animation sequence function.\r\n\r\nAlpha of links and faces affected are visually overrided.\r\n\r\nProposed Function Syntax: llSetObjectAlphaAnimation(integer mode, integer link_start, integer face_start, integer link_stop, integer face_stop, float rate)\r\n\r\n• integer \tmode \t– \tbit field of Mode flags\r\n• integer \tlink_start \t– \tstarting link number in animation\r\n• integer \tface_start \t– \tstarting face number in animation\r\n• integer \tlink_stop \t– \tending link number in animation\r\n• integer \tface_stop \t– \tending face number in animation\r\n• integer \tface_num \t– \tset number of faces per link to include in the animation (optional)\r\n• float \trate \t– \tframes per second (must not be zero) \r\n\r\nPrim property can be set on any prim, but only the property used by the root prim is handled by the viewer.\r\nThis means that only one animation protocol can be assigned to an object since the property is capable of affecting links other than the link where the prim property is set. I'm welcome to suggestions for multiple animation abilities covering multiple link/face arrays.\r\n\r\n||Modes||Flag||Description||\r\n|ANIM_ON|0x1|Alpha animation is on. This must be set to start the animation, cleared to stop it.|\r\n|LOOP|0x02|Loop the alpha animation.|\r\n|REVERSE|0x04|Play animation in reverse direction.|\r\n|PING_PONG|0x08|Play animation going forwards, then backwards.|\r\n\r\nBenefits\r\nAllows client-side alpha sequence animating.\r\nSignificant reduction of updates sent to viewers and in-turn significant bandwidth reduction.\r\nCurrent prim size,rotation,position and/or alpha transition effect practices can evolve with the implementation of this function.\r\nHigh link count updating are not affected by bandwidth settings or sim lag.\r\n\r\nAreas of interest:\r\nAnimated pets or babies.\r\nSheathing/unsheathing/stowing/drawing of weapons or components.",
'Target Viewer Version': 'viewer-development',
'Why is this feature important to you? How would it benefit the community?': 'Suggestions are welcome.',
}
```
Information
Client-side alpha animation sequence function.
Alpha of links and faces affected are visually overrided.
Proposed Function Syntax: llSetObjectAlphaAnimation(integer mode, integer link_start, integer face_start, integer link_stop, integer face_stop, integer face_num, float rate)
• integer mode – bit field of Mode flags • integer link_start – starting link number in animation • integer face_start – starting face number in animation • integer link_stop – ending link number in animation • integer face_stop – ending face number in animation • integer face_num – set number of faces per link to include in the animation (optional) • float rate – frames per second (must not be zero)
Prim property can be set on any prim, but only the property used by the root prim is handled by the viewer. This means that only one animation protocol can be assigned to an object since the property is capable of affecting links other than the link where the prim property is set. I'm welcome to suggestions for multiple animation abilities covering multiple link/face arrays.
Benefits
Allows client-side alpha sequence animating.
Significant reduction of updates sent to viewers and in-turn significant bandwidth reduction.
Current prim size,rotation,position and/or alpha transition effect practices can evolve with the implementation of this function.
High link count updating is not affected by bandwidth settings or sim lag.
Areas of interest:
Animated pets or babies.
Animated models and art.
Animated avatar components. (mesh facial features, wings, tails)
Animated vehicle components.
Sheathing/unsheathing/stowing/drawing/disappearing/appearing of weapons or components.
Suggestions are welcome.|
Links
Related
Original Jira Fields
| Field | Value | | ------------- | ------------- | | Issue | BUG-5789 | | Summary | Feature Request: llSetObjectAlphaAnimation() | | Type | New Feature Request | | Priority | Unset | | Status | Been Triaged | | Resolution | Triaged | | Reporter | Lucia Nightfire (lucia.nightfire) | | Created at | 2014-04-20T16:42:45Z | | Updated at | 2014-10-01T19:42:44Z | ``` { 'Business Unit': ['Platform'], 'Date of First Response': '2014-04-23T13:25:18.297-0500', 'How would you like the feature to work?': "Client side alpha animation sequence function.\r\n\r\nAlpha of links and faces affected are visually overrided.\r\n\r\nProposed Function Syntax: llSetObjectAlphaAnimation(integer mode, integer link_start, integer face_start, integer link_stop, integer face_stop, float rate)\r\n\r\n• integer \tmode \t– \tbit field of Mode flags\r\n• integer \tlink_start \t– \tstarting link number in animation\r\n• integer \tface_start \t– \tstarting face number in animation\r\n• integer \tlink_stop \t– \tending link number in animation\r\n• integer \tface_stop \t– \tending face number in animation\r\n• integer \tface_num \t– \tset number of faces per link to include in the animation (optional)\r\n• float \trate \t– \tframes per second (must not be zero) \r\n\r\nPrim property can be set on any prim, but only the property used by the root prim is handled by the viewer.\r\nThis means that only one animation protocol can be assigned to an object since the property is capable of affecting links other than the link where the prim property is set. I'm welcome to suggestions for multiple animation abilities covering multiple link/face arrays.\r\n\r\n||Modes||Flag||Description||\r\n|ANIM_ON|0x1|Alpha animation is on. This must be set to start the animation, cleared to stop it.|\r\n|LOOP|0x02|Loop the alpha animation.|\r\n|REVERSE|0x04|Play animation in reverse direction.|\r\n|PING_PONG|0x08|Play animation going forwards, then backwards.|\r\n\r\nBenefits\r\nAllows client-side alpha sequence animating.\r\nSignificant reduction of updates sent to viewers and in-turn significant bandwidth reduction.\r\nCurrent prim size,rotation,position and/or alpha transition effect practices can evolve with the implementation of this function.\r\nHigh link count updating are not affected by bandwidth settings or sim lag.\r\n\r\nAreas of interest:\r\nAnimated pets or babies.\r\nSheathing/unsheathing/stowing/drawing of weapons or components.", 'Target Viewer Version': 'viewer-development', 'Why is this feature important to you? How would it benefit the community?': 'Suggestions are welcome.', } ```