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Detecting animation ending

Mereille Despres
Registered User
Join date: 5 Sep 2007
Posts: 79
05-24-2008 14:42
I know this has been discussed here before, but I seem to be "search-challenged" at the moment.

I have a script where I would like to know when a particular animation has ended.

I know that I can poll llGetAnimationList(). But it returns a list of keys. What I have is an animation in the scripted object. So all I have is the name. llKey2Name() doesn't work on animations. llGetInventoryKey() won't work because the animation is no transfer. I wasn't able to get llGetObjectDetails(<key>,OBJECT_NAME) to work on the animation list either.

Is there something I am missing?
Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
05-24-2008 14:48
Not missing anything. If you are OK with hard-coding the UUID, you can play with Advanced->Character->Animation Info to figure it out. The built-in ones will be shown by name but user-made ones by UUID, so they stick out pretty well in that display.
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Ollj Oh
Registered User
Join date: 28 Aug 2007
Posts: 522
05-24-2008 14:51
known caveat
http://wiki.secondlife.com/wiki/LlGetAnimationList
"There is no internal mechanism to get the name of the animations playing."
so you cant compare without permissions.