
Just for fun I set up 2 'gears' with a post connecting them as a sample to animate.
O-o
Then I selected all the bits, and using grid-snap and shift-drag, I created 15 copies, placed like so:
O-o O-o O-o O-o
O-o O-o O-o O-o
O-o O-o O-o O-o
O-o O-o O-o O-o
Then on each version, I made a slight adjustment. Rotated each gear 1/16th of a turn, changed the color a little, moved&rotated the post so it connected to the right part of each gear. The proper sequence goes from left to right, and then top down, ie:
01 02 03 04
05 06 07 08
09 10 11 12
13 14 15 16
I then hit (snapshot), set the resolution to 512x512, and carefully lined up the framing window so that it fit around my prims as closely as possible. *click* Then I dropped the texture on a prim and added the script:
CODE
default {
state_entry() {
llSetTextureAnim( ANIM_ON | LOOP, ALL_SIDES,
4, 4,
0.0, 16.0,
10.0 );
// Options , Sides,
// # of Frames Wide , # of Frames Tall,
// Starting Point , Ending Point ,
// Animation Speed
}
}
It took a few tries to get the alignment right to reduce the 'jiggling/jumping', but the end result worked out moderately well. (the example is next to TEAL(200,50) if you're curious!)
Tip: Don't try to snap the texture looking down from straight above, I don't think the camera can point exactly straight down which will cause your image to be keystoned a slight bit. Set up your frames so that they can be viewed and snapped from the side instead.
(oops)
Note: I only display 15 frames from the image, because rotating at 1/16th increments is easy to do, but would result in frame 16 being identical to frame 1. If both were displayed then it would cause the animation to look like it had stopped for a moment each loop.(oops)
Has anyone else tried setting up animated textures completely in world?