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Old 07-08-2018, 04:51 PM   #1 (permalink)
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Bluesteel regions on maingrid now support Animesh.

And have for a while actually; I only now found out last night.

Official viewer has not, nor has any TOV, yet updated to see/create animesh yet, but using the project viewer, you can make stuff on bluesteel regions now, if you want to get in on it early.
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Old 07-09-2018, 09:52 PM   #2 (permalink)
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Finally. Wiggly tentacles.
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Old 07-09-2018, 10:06 PM   #3 (permalink)
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Finally. Wiggly tentacles.
Mrrroowww.
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Old 07-10-2018, 01:33 AM   #4 (permalink)
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Finally. Wiggly tentacles.
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Old 07-10-2018, 01:51 AM   #5 (permalink)
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What is involved in creating animesh?
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Old 07-10-2018, 01:57 AM   #6 (permalink)
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Wiggly tentacles.
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Old 07-10-2018, 04:01 PM   #7 (permalink)
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What is involved in creating animesh?
Have you seen the SL Wiki page for it? Animesh User Guide - Second Life Wiki
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Old 07-10-2018, 06:04 PM   #8 (permalink)
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What is involved in creating animesh?
From a mesh creation and upload standpoint, Nothing different compared to making regular rigged mesh. The difference is rezzed objects can have their own skeleton and play their own animations.

Additionally, these objects can be attached to you on any of your attachment points (one per avatar max)

Existing meshes already uploaded can be turned into an animesh via build menu checkbox, if they are mod.

To play animations on it, you need new scripts that use llStartObjectAnimation. Unlike llSrartAnimation, which animated avatars, llStartObjectAnimation does not require any permissions.

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Old 07-10-2018, 06:11 PM   #9 (permalink)
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Old 07-10-2018, 06:13 PM   #10 (permalink)
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How complex can these animations be? Can there be different animations via different scripts?
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Old 07-10-2018, 06:20 PM   #11 (permalink)
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How complex can these animations be? Can there be different animations via different scripts?
They’re just regular animations that you use on avatars. Anything that can play on an avatar can play on an object, same assets, interchangeable.

So: nothing special about the rigged meshes, nothing special about the animations. It’s compatable with prexisting content.

You can just drop some rigged meshes on the ground, check “animated object”, and throw some animations in their inventory and use llStartObjectAnimation

As for multiple animations you do not need multiple scripts, it can play multiple overlaying animations just like avatars can. It will respect the animation’s bone priorities when they overlap

Last edited by Adeon Writer; 07-10-2018 at 06:27 PM.
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Old 07-10-2018, 06:34 PM   #12 (permalink)
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Also Animesh may finally troll stick-up-their-butt mesh body makers to finally make their meshes mod since no mod meshes can’t drop animations in or check the animesh checkbox.

No mod = can’t make an NPC wearing that content


Really easy to make furry NPCs tho ~
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Old 07-10-2018, 08:54 PM   #13 (permalink)
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Old 07-10-2018, 09:12 PM   #14 (permalink)
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Also Animesh may finally troll stick-up-their-butt mesh body makers to finally make their meshes mod since no mod meshes can’t drop animations in or check the animesh checkbox.

That'd be nice, but I'm not holding my breath. These same people think it somehow prevents content theft.
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Old 07-10-2018, 09:53 PM   #15 (permalink)
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Theyíre just regular animations that you use on avatars. Anything that can play on an avatar can play on an object, same assets, interchangeable.

So: nothing special about the rigged meshes, nothing special about the animations. Itís compatable with prexisting content.

You can just drop some rigged meshes on the ground, check ďanimated objectĒ, and throw some animations in their inventory and use llStartObjectAnimation

As for multiple animations you do not need multiple scripts, it can play multiple overlaying animations just like avatars can. It will respect the animationís bone priorities when they overlap
Could you make like, an AO for a mesh object?

Like it were a person shapped mesh, make it do different stands in sequence, then maybe have it follow and do a walk or fly and maybe like dance on command.

Like a bot sort of, maybe the script listens for a HUD or voice command to dance or follow.
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Old 07-10-2018, 10:24 PM   #16 (permalink)
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Old 07-10-2018, 10:31 PM   #17 (permalink)
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Quote:
Originally Posted by Ramen Jedburgh View Post
Could you make like, an AO for a mesh object?

Like it were a person shapped mesh, make it do different stands in sequence, then maybe have it follow and do a walk or fly and maybe like dance on command.

Like a bot sort of, maybe the script listens for a HUD or voice command to dance or follow.
Essentially, anything you can to do animate an avatar you can do to an animesh.
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Old 07-11-2018, 12:33 AM   #18 (permalink)
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Old 07-11-2018, 12:42 AM   #19 (permalink)
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Old 07-11-2018, 01:53 AM   #20 (permalink)
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Have you seen the SL Wiki page for it? Animesh User Guide - Second Life Wiki
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Old 07-11-2018, 02:33 AM   #21 (permalink)
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Old 07-11-2018, 06:37 AM   #22 (permalink)
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Essentially, anything you can to do animate an avatar you can do to an animesh.
Well, there goes the market for afk sex sims.
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Old 07-11-2018, 10:30 AM   #23 (permalink)
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Quote:
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Could you make like, an AO for a mesh object?

Like it were a person shapped mesh, make it do different stands in sequence, then maybe have it follow and do a walk or fly and maybe like dance on command.

Like a bot sort of, maybe the script listens for a HUD or voice command to dance or follow.
Yup! In the gif above I made an object AO, it’s just copying my own states but I could just as easily have made it do it’s own.

The primary two use cases for this are npc’s (replacing bots essentially, no need to run a client just to get a character), and virtual pets, since they can also attach to you. Imagine holding a rigged puppy or kitten in your arms, it itself having it’s own separate entire bento skeleton to animate, while rooted to whichever attachment point you put it on

Last edited by Adeon Writer; 07-11-2018 at 10:37 AM.
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Old 07-11-2018, 10:50 AM   #24 (permalink)
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Yup! In the gif above I made an object AO, itís just copying my own states but I could just as easily have made it do itís own.

The primary two use cases for this are npcís (replacing bots essentially, no need to run a client just to get a character), and virtual pets, since they can also attach to you. Imagine holding a rigged puppy or kitten in your arms, it itself having itís own separate entire bento skeleton to animate, while rooted to whichever attachment point you put it on
I assume you could use it on an avatar as well. To effectively double the number of bones on an avatar.
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Old 07-11-2018, 11:33 AM   #25 (permalink)
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