Rotating textures independantly on one prim
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Vincente Shepherd
Registered User
Join date: 12 Jun 2007
Posts: 12
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09-09-2007 03:55
This is probably an incredibly noobish question, but here goes! I've searched the forum as thoroughly as my brain will allow, and couldn't find any other reference to what I assumed would be a common question. I'm trying to animate what is essentially a fan with a SetTextureAnim. This works a treat, save the fact that one face is obviously moving in the opposite direction to the opposite one. llSetTextureAnim(ANIM_ON | SMOOTH | LOOP | ROTATE, -1, 0, 0, 0, 25, speed*1.0); I've tried to get around this using the wiki, which has told me to assign the faces in the call, but to only call once or the script will reset itself, but I can't work out which part of the script assigns the face, or even if it's possible to assign faces with different values (Ie, have face 1 move at speed '1', and face 2 move at speed '-1'). Does any of this make sense?  If anyone is able to shed some light on whether this is possible or not, I would be very grateful! Thanks in advance.
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Vincente Shepherd
Registered User
Join date: 12 Jun 2007
Posts: 12
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09-09-2007 13:19
*Grins* Can I assume this is a no-go thing then? There are less prim-happy ways around it, but I wanted to check first!
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Abba Thiebaud
PerPetUal NoOb
Join date: 20 Aug 2006
Posts: 563
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09-09-2007 13:29
Assuming (I'm not the best scripter, but I do tons of texturing) your rogue prim is facing the exact same face the exact same direction as the first, I dunno. But if your rogue prim's anmiated face is the 180 deg side of the first, just click "flip texture" next to horizontal in the texture tab.
I've had a similar problem with getting a texture to animate the way I wanted to and finally figured out that since it was a different face on that one prim, I just needed to adjust the texture.
Probably not the best way to do it with a scripted object, for so many reasons, but for my little one, it worked perfect.
A
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Incony Hathaway
Registered User
Join date: 18 Feb 2007
Posts: 235
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09-09-2007 13:50
You could animate the whole fan in one prim, it would be a 2d image of a fan.. but it could, for example be like a standard left right cycle room fan.. doing it with as many as eighty frames in one prim, then to get 3D respectability..place that prim in a decent 3d constructed prim set.
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Squirrel Wood
Nuteater. Beware!
Join date: 14 Jun 2006
Posts: 471
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09-09-2007 23:48
Texture animation is a prim property. Thus, you can only have one animation per prim on either one side or all sides of it.
it's a technical limitation.
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Bryndyn Burton
Registered User
Join date: 2 Jan 2007
Posts: 4
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09-10-2007 09:19
Vincente, is there a reason you need to use texture animation to achieve this effect? I don't believe it will be very easy that way. But your fan blades *could* be a thin cylinder with partially transparent textures (fan blade images) on each circular face, and a fully transparent rim; you could then use llTargetOmega to rotate the cylinder, and the opposite faces of the cylinder would rotate correctly with respect to each other.
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Incony Hathaway
Registered User
Join date: 18 Feb 2007
Posts: 235
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09-10-2007 09:24
So the answer would be to place two prims together back to back both with anim scripts in and textures on one face.. and either reverse the frames,in set texture or in the texture frames so at the front the fan appears to turn clockwise, and from the rear anticlockwise. The speed could be configured in the master script with the other as a child.. sync would still be a possible problem.. but do you really need to be that accurate? And yes, as i posted before i saw the cylinder suggestion, of course that works too. Texture animation allows one to alter what is visible in each frame, just rotating an object doesnt.. That again might not be important. It is up to the wanter... what is wanted.... 
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Vincente Shepherd
Registered User
Join date: 12 Jun 2007
Posts: 12
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09-11-2007 02:58
Thanks for the advice on this, folks. I was hoping to pull this off on a physics vehicle, hence the prim concerns, but I'm sure I can make the space!
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