Asher,
Take the frames of your animation and lay them all out on one texture. Check out the example image I've posted to see what I mean.
Then put that texture onto an object, let's say a cube for now. And add the following script to the object.
default
{
state_entry()
{
llSetTextureAnim(ANIM_ON | LOOP, ALL_SIDES, 8, 8, 0, 64, 10);
}
}
The values 8 and 8 specify how many frames are on the grid/texture. So in this case we have 8 x 8 = 64 frames.
Value 0 is the start frame. (Frames start at number 0, not 1).
Value 64 is animation length. (You could actually specify 0 for the end frame, it would play through to the very end of the animation depending on how big it was. I just put in the end frame myself as a force of habit).
Value 10 is the speed of the animation in frames-per-second.
As with other texture functions, ALL_SIDES could be a numerical value referring to any face of your object. In the case of a cube it would obviously be any face from 1 to 6. Etc.
There are a few other parameters that can be set to change the way the animation loops, and how it moves, etc. Check the lsl_reference.htm file in your Second Life install directory for more details on the llSetTextureAnim function.
