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Old 10-13-2008, 11:59 AM   #1 (permalink)
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Animation ?

I tried to create an animation in Qaviomator.
When i uploaded it, it is there in the inventory but when i call it using llStartAnimation(),it showing an error which states "Required animation could not find?"
Is there any default parimeters or some thing else which has to be considered before upload.
Kindly suggest me some idea.
Thanks
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Old 10-13-2008, 12:00 PM   #2 (permalink)
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You have copied it into the inventory of the prim that the script is in? (Just checking.)

Other than that...check your spelling?
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Old 10-13-2008, 12:04 PM   #3 (permalink)
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I always select the animation in question and use 'Rename' to copy its exact file name.

If it still can't be found, you might try using llGetInventoryNumber(INVENTORY_ANIMATION) and see if says you have any in there.
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Old 10-14-2008, 10:55 AM   #4 (permalink)
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If i am using llGetInventoryNumber(INVENTORY_ANIMATION) function it will only give information about current prims inventory..
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Old 10-15-2008, 07:57 AM   #5 (permalink)
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Quote:
Originally Posted by LioDiesel View Post
If i am using llGetInventoryNumber(INVENTORY_ANIMATION) function it will only give information about current prims inventory..
I think this may be your problem? Animations are different from textures. They need to be in the inventory of the prim itself.
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Old 10-20-2008, 08:04 AM   #6 (permalink)
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I downloaded some animations from second life website then upload one the secondlife which is working fine, but the another animation created using Qaviomator is not working .This gives an error saying "Required animation could not find".

appriciate if someone share their thoughts to me.....
Thanks.

Last edited by LioDiesel; 10-20-2008 at 09:43 AM..
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Old 10-22-2008, 03:54 PM   #7 (permalink)
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As others have already stated, the problem is one of two things:

You need to make sure the you place the animation into the object with the script. Unlike sounds or textures, you cannot call an animation from the script using UUID alone, the animation must be present inside the contents of the object with the script.


And:

You need to make sure that the animation name is spelled correctly in the script. The best method, especially if you are calling this animation multiple times in the script, is to declare it as a global variable at the start of the script, before the default state, so if the animation name was my_animation:

string anim = "my_animation";

Note that the quotation marks here are essential. It is possible that this is where you had a problem as well. If you declare the variable before the default state, then you can call the animation just using that name, like so:


string anim = "my_animation";

default

state_entry()
{

llRequestPermissions(llGetOwner(),PERMISSION_TRIGG ER_ANIMATION);

}


run_time_permissions(integer perms)
{

if(perms & PERMISSION_TRIGGER_ANIMATION)
{

llListen("",llGetOwner(),"","");
}


listen(integer channel,string name,key id,string message)
{

if(llStringLength(message) <= 10)
{

message == llToLower(message);

if(message == "start")
{

llStartAnimation(anim);

}

else if(message == "stop")
{
llStopAnimation(anim);

}

}

}


}
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Old 10-23-2008, 04:11 PM   #8 (permalink)
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Unlike textures and sounds, animations CANNOT be called by UUID. The animation must be present in the prim.

Secondly, inventory names are always case sensitive. Copy and paste the name exactly from the properties box ofthe animation. That's most likely your problem.
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