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llSetAnimationOverride

function
Function syntax
llSetAnimationOverride(
  1. string anim_state,// Animation state to override.
  2. string anim// Name of an animation in the prim's inventory, or a built-in animation name.
);
Energy
10

Overrides the default animation for anim_state with anim (which must be in the object's inventory or a built-in animation). Requires the PERMISSION_OVERRIDE_ANIMATIONS permission.

Set the animation (anim) that will play for the given animation state (anim_state).

Note: Animation overrides survive everything, except relog.

How to use
llSetAnimationOverride("", "");

ValueTypeDescriptionDefault
“Crouching”Statecrouch
“CrouchWalking”Statecrouchwalk
“Falling Down”Statefalldown
“Flying”Statefly
“FlyingSlow”StateTransition between hovering and forward flight.flyslow
“Hovering”Statehover
“Hovering Down”Statehover_down
“Hovering Up”Statehover_up
“Jumping”StateWhile still in the air during a jump.jump
“Landing”TransitionWhen landing from a jump.land
“PreJumping”TransitionAt the beginning of a jump.prejump
“Running”Staterun
“Sitting”StateSitting on an object (and linked to it).sit
“Sitting on Ground”StateSitting, but not linked to an object.1sit_ground_constrained
“Standing”Statestand
“Standing Up”TransitionAfter falling a great distance. Sometimes referred to as Hard Landing.standup
“Striding”StateWhen the avatar is stuck on the edge of an object or on top of another avatar.stride
“Soft Landing”TransitionAfter falling a small distance.soft_land
“Taking Off”Statehover_up
“Turning Left”Stateturnleft
“Turning Right”Stateturnright
“Walking”Statewalk
  • Animation overrides survive script reset, script removal, attachment removal, crossing into another region and teleporting, but not relog.
  • State “Sit on Ground” will play the default animation in addition to any override set. This is required for correct viewer behavior.
  • Some states are transitional and have undefined behavior if set to continuously looping animations. These states are “PreJumping”, “Landing”, “Soft Landing” and “Standing Up”.
  • Usually this means your avatar will become frozen in place unless you run “Stop Animating My Avatar” from the viewer, so avoid using looping animations for these states.
  • Permissions aren’t auto granted if you sit on an object asking for PERMISSION_OVERRIDE_ANIMATIONS.
  • Starting a default animation (“sit” “walk” “fly”) with llStartAnimation will not start the Override Animation.
  • When this function is used to override the Walking animation, the avatar can no longer walk backward - attempting to do so causes the avatar to turn around. Presumably this is because there’s no way to specify a “walking backwards” animation, so actually moving backwards while your legs are moving forward would look wrong.
Example 1
18 collapsed lines
// Override the Sit, Stand and Walk animations
// 1. place this script and your animations in a prim
// 2. edit the animation names in the script to your animation's names
// 3. attach the prim to your avatar
string gMySit = "chop_sit";
string gMyStand = "FStand _02";
string gMyWalk = "Kort gang F v4.1";
default
{
attach(key id)
{
if ( id ) llRequestPermissions(id , PERMISSION_OVERRIDE_ANIMATIONS);
else if ( llGetPermissions() & PERMISSION_OVERRIDE_ANIMATIONS ) llResetAnimationOverride("ALL");
}
run_time_permissions(integer perms)
{
if ( perms & PERMISSION_OVERRIDE_ANIMATIONS )
{
llSetAnimationOverride( "Sitting", gMySit);
llSetAnimationOverride( "Standing", gMyStand);
llSetAnimationOverride( "Walking", gMyWalk);
}
}
}

Date of Release 12/04/2013

Original wiki source

Some wiki templates and tables need their original context. View this article on the Second Life Wiki. Technical wording and examples are retained from the source; historical guidance may differ from current behavior.

  1. “Sit down” on the avatar context menu allows ground sits anywhere: atop the terrain, objects or even in the air. ↩