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Quick llSetTextureAnim Question

Torin Golding
Misanthropic Humanist
Join date: 13 Sep 2005
Posts: 41
11-09-2005 22:08
Using:

llSetTextureAnim(ANIM_ON | SMOOTH | LOOP, ALL_SIDES, 1, 1, 0, 0, 0.5);

I'd like to animate only two sides of a cube. Is there a way with the llSetTextureAnim command to, instead of saying 'ALL_SIDES', to put in the two sides?

I've experimented with various ways of saying I want both sides #1 and #2 to animate, but can't seem to figure it out, or find an answer in the Wiki. If I do two separate llSetTextureAnim commands on different lines, only the second one animates.

Thanks in advance!

-Torin
Kenzington Fairlight
Surrogate
Join date: 9 Jun 2003
Posts: 139
11-10-2005 07:09
I don't think there is currently a way to specify multiple sides of a prim other than ALL_SIDES. You'll have to use a new prim for each side you wish to animate. Luckily, llSetTextureAnim() puts no load on the sim past it's initialization and is then handled by the client, so feel free to make a few :)
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Travis Lambert
White dog, red collar
Join date: 3 Jun 2004
Posts: 2,819
11-10-2005 07:47
Just an idea...

Use ALL_SIDES, but apply your animated texture to only the 2 sides of the prim you want to animate. As long as you use a solid color & blank texture for the other sides - you may get the effect you're looking for.
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Gaz Hornpipe
Registered User
Join date: 29 Sep 2005
Posts: 36
11-10-2005 11:04
From: Kenzington Fairlight
I don't think there is currently a way to specify multiple sides of a prim other than ALL_SIDES. You'll have to use a new prim for each side you wish to animate. Luckily, llSetTextureAnim() puts no load on the sim past it's initialization and is then handled by the client, so feel free to make a few :)


From: LSL Wiki
Also, only one animation can be run per prim, although all sides of a prim can be animated at the same time by setting side to ALL_SIDES.


Just can't be done at the moment which is strange from a practical point of view but I am sure if I thought hard enough about it I would see the logic to why..