The set-up is this; I have a spherical part to a head (furry) with a four-frame eye blink texture. Now the, the eyes need to be scaled to 0.8, 0.7, rotated -90ยบ and with a base offset of 0.625, 0.4 (for the first-frame).
I'd hoped to use llTextureAnim() to then animate the frames forward and then back again under the impression it would simply add or remove 0.5 to the two offset values to achieve the animation. However, it messes, apparently eager to force the scale and offset to whatever it feels like, leaving me with beady little eyes that are in the wrong place.
Currently what I have instead is:
CODE
default {
state_entry() {
llOffsetTexture(0.625, 0.4, 1);
llSetTimerEvent(8.0 + llFrand(6.0));
}
timer() {
llOffsetTexture(0.125, 0.4, 1);
llOffsetTexture(0.625, 0.9, 1);
llOffsetTexture(0.125, 0.9, 1);
llSleep(0.1);
llOffsetTexture(0.625, 0.9, 1);
llOffsetTexture(0.125, 0.4, 1);
llOffsetTexture(0.625, 0.4, 1);
}
}(excluding a little lag-checker which stops the blinking because it looks crap when it's lagging too much).
Anyone got any ideas how to recreate this using llTextureAnim() instead? Or is it just not going to work?