llSetTextureAnim() on the Wiki
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Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
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05-17-2006 12:35
I redid the page, 'cause to be honest, it was incomprehensible and in a lot of spots, wrong. Anyone feel like taking a look to see if I made any glaring errors? 
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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05-17-2006 13:11
I'd modify the page to implement my suggestions, but I lost my password and haven't been able to get it reset.
"The SMOOTH flag will cause the animation to scroll between the frames instead of jumping frame-by-frame. The frames will still be played in the normal sequence, however."
It might be useful to note that this is pretty ineffective with a y_frames of greater than 1.
The part on ROTATE is useful... the old page was a mess, and I had no idea how to use this until I experimented with it.
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Patch Lamington
Blumfield SLuburban
Join date: 2 Nov 2005
Posts: 188
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05-17-2006 13:22
looks good to me. I like the 'only one animation can be run per prim' on the first line handy that. but I mean who'd be so daft as to try and run multiple animations on a single prim anyway 
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Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
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05-17-2006 15:03
From: Lex Neva "The SMOOTH flag will cause the animation to scroll between the frames instead of jumping frame-by-frame. The frames will still be played in the normal sequence, however."
It might be useful to note that this is pretty ineffective with a y_frames of greater than 1. Really? I was basically going through testing all the different options for the function, and SMOOTH appeared to work fine for a 6x6 texture animation. Oh... unless you mean there aren't many uses for a texture animation script that smooth-scrolls across every row of a y_frames > 1 animation... which I suppose is true. 
_____________________
- Making everyone's day just a little more surreal -
Teeple Linden: "OK, where did the tentacled thing go while I was playing with my face?"
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BamBam Sachertorte
floral engineer
Join date: 12 Jul 2005
Posts: 228
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05-17-2006 15:59
I have found one use for SMOOTH animation with y_frames >1: smooth animation on a twisted torus or tube with planar mapping. For some reason planar mapping results in high texture repeat. Setting x_frames and y_frames to about 10 causes the smooth animated texture to have a reasonable scale.
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
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05-17-2006 19:40
From: Cross Lament unless you mean there aren't many uses for a texture animation script that smooth-scrolls across every row of a y_frames > 1 animation... which I suppose is true.  i can think of many reasons, altho its all special efects and fluff hehe
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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05-18-2006 09:18
From: Cross Lament Really? I was basically going through testing all the different options for the function, and SMOOTH appeared to work fine for a 6x6 texture animation. Oh... unless you mean there aren't many uses for a texture animation script that smooth-scrolls across every row of a y_frames > 1 animation... which I suppose is true.  Well, what I meant was that when it gets to the end of row 1, the start of row 1 repeats off the right side, and then it flips down to row two, so you get a sudden break... I mean, it might have its uses, but it's not as useful as it could be  It makes sense why this happens, though, given how texture anims are done with repeats and offsets.
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Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
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05-18-2006 11:04
Oh! Good point, Lex. Heh, I actually never noticed it did that until you pointed it out. 
_____________________
- Making everyone's day just a little more surreal -
Teeple Linden: "OK, where did the tentacled thing go while I was playing with my face?"
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BamBam Sachertorte
floral engineer
Join date: 12 Jul 2005
Posts: 228
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05-18-2006 11:05
Another reason that one might want to use y_frames > 1 with SMOOTH animation is if you want to combine several animation loops into one texture. Just as builders often like to have an object use different subsets of a common texture on different prim faces. Each prim would use the same texture with a different start and all would use a length of 1. Of course, this also works with y_frames = 1 and x_frames > 1. To elaborate on my previous post: I rezzed a 10mx10mx10m tube with 90deg start and end twist and set the texture mapping to planar (and set the hole size to <1.0, 0.05>  . Then I animated the texture and counted the tiling. Planar prims faces have a tiling of about 40x40, instead of the 1x1 tiling seen with default texture mapping. Using x_frames > 1 and y_frames > 1 is the only way that I can see to demultiply the tiling under planar mapping. The end result is a 19.5m diameter circular pool. Thanks for the wiki update. The lSetTextureAnim() page is now much more clear.
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