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Animesh

Animesh is rigged mesh that has its own skeleton, so an object can play avatar-style animations by itself. Pets, NPCs, creatures and moving decor are typical uses.

It is not an avatar: there is no agent behind it. The object must be rigged mesh with the Animated Mesh option enabled in the build tools, and a script in the object starts and stops animations from the object’s own inventory.

No permission is needed, because the script animates its own object rather than an avatar.

Concepts

Functions and events

Move and steer

Walk a character to a point with llNavigateTo, or play back a fixed route with keyframed motion. See also movement.

Animesh User Guide

The Second Life Wiki user guide to animated mesh, archived locally.

Scripting Details

voidllStartObjectAnimation(string anim)
Starts the specified animation anim (inventory or built-in) on the rigged mesh object associated with the current script.
voidllStopObjectAnimation(string anim)
Stops the specified animation anim (inventory, built-in, or UUID) on the rigged mesh object associated with the current script.
listllGetObjectAnimationNames()
Returns a list of strings representing the names or UUIDs of all active animations currently playing on the object.
voidllSetKeyframedMotion(list keyframes, list options)
Smoothly moves a non-physical object between the positions, orientations, and times specified in the keyframes list, configured via options. Collisions with keyframed objects are ignored. An empty keyframes list terminates the motion.
voidllCreateCharacter(list options)
Converts the linkset containing the script into a pathfinding character entity (required to use pathfinding functions) using the specified options.
voidllNavigateTo(vector pos, list options)
Directs a pathfinding character to navigate to the position pos (located in the current or adjacent regions) using the parameters specified in options.
eventmoving_start()
Triggered whenever the physical or moving object containing the script starts moving.
eventmoving_end()
Triggered whenever the physical or moving object containing the script stops moving.
eventpath_update(integer type, list reserved)
Triggered to inform the script of changes or failures in the pathfinding character's status.

See also Category Object AnimationFeature MovementFeature PathfindingFeature Textures & MaterialsFeature AvatarsSL Wiki Animesh User Guide