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llSetLinkTextureAnim

function
Function syntax
llSetLinkTextureAnim(
  1. integer link,// Link number (1 for root, >1 for children) or a LINK_* flag to animate. Values: Links
  2. integer mode,// Bitfield of texture animation mode flags (ANIM_ON, LOOP, etc.). Values: TextureAnimMode
  3. integer face,// Face number or ALL_SIDES. Values: Faces
  4. integer sizex,// Number of horizontal frames (ignored for ROTATE and SCALE).
  5. integer sizey,// Number of vertical frames (ignored for ROTATE and SCALE).
  6. float start,// Start frame number (or radians for ROTATE).
  7. float length,// Number of frames to display (or radians for ROTATE).
  8. float rate// Playback rate in frames per second (or radians/sec for ROTATE, UV coords/sec for SMOOTH). Must not be zero.
);
Energy
10

Animate the texture on the specified face/faces of the specified prim/prims by setting the texture scale and offset. Identical to llSetTextureAnim except able to modify any prim in the link set.

Frames are numbered from left to right, top to bottom, starting at 0.

If rate is negative, it has the same effect as using the REVERSE flag.1

If length is 0, it is considered to be sizex*sizey if both are above 0, otherwise 1.

How to use
llSetLinkTextureAnim(0, 0, 0, 0, 0, 0.0, 0.0, 0.0);

Frames are sub-rectangles within the texture. A set of frames with 2 horizontal (sizex) and 3 vertical (sizey) means the overall texture is divided into 3 rows of 2 columns of images, each of which is a frame. llSetLinkTextureAnim will animate across these 6 starting with the top left image and going across and down, optionally repeating. If SMOOTH is set the frames slide smoothly from one to the next, if off, each frame is displayed in turn centered on the face.

ModesDescription
ANIM_ON1Texture animation is on. This must be set to start the animation, cleared to stop it.
LOOP2Loop the texture animation.
REVERSE4Play animation in reverse direction.
PING_PONG8Play animation going forwards, then backwards.
SMOOTH16Slide in the X direction, instead of playing separate frames.
In both SCALE and ROTATE modes, causes smooth transitions.
ROTATE32Animate texture rotation.
Does not work with SCALE
SCALE64Animate the texture scale.
Does not work with ROTATE
  • You can only have one texture animation on a prim.
  • Calling llSetLinkTextureAnim more than once on a prim will reset it.
  • Calling llSetLinkTextureAnim again with exact same values will not reset animation (a small difference in rate will suffice).
  • You cannot combine ROTATE and SCALE flags.
  • sizex and sizey are both limited to a range of 0 to 255
  • Negative sizes behave as if texture repeats were set to 0, and cannot be used to mirror frames.
  • Different animation modes override some of the prim’s texture parameters, but others can still be used:
  • Texture offsets are ignored in frame-based and SMOOTH scrolling modes.
  • Repeats are ignored if sizex and sizey are not 0.
  • With either of the sizes set to 0, SMOOTH scrolling will use the prim’s texture repeats. In frame-based animation, there is no meaningful effect.
  • The texture rotation is ignored in ROTATE mode.
  • Texture repeats are ignored in SCALE mode
  • Selecting and un-selecting a prim with animation will reset animation from beginning.
  • While a texture animation is active on any face of a prim, PRIM_NORMAL and PRIM_SPECULAR are forced to have their repeats, rotations and offsets to match the PRIM_TEXTURE ones, even on faces that are not being animated.
  • As of server version 2025-09-03.17442317385, this prim property is maintained when copying in-world.
This slides a texture smoothly, along the horizontal U-axis, and loops it when it gets to the end.

For Blinn-Phong materials, the texture’s rotation for each side affects the apparent motion. So if the texture is rotated 90 degrees by use of the edit box, the texture may not flow in the direction expected.

For PBR materials, the Blinn-Phong texture rotation for each side affects the apparent motion, and any Blinn-Phong transform component (for example the offsets argument of PRIM_TEXTURE) which is not animated will be applied to the PBR material as well. Thus, a GLTF material without a GLTF texture transform will animate identically to a Blinn-Phong material. If a GLTF texture transform (for example PRIM_GLTF_BASE_COLOR) is applied, it will be in addition to the Blinn-Phong transform and texture animation. This allows for more flexibility, however a more complex GLTF texture transform will not loop as easily.

llSetLinkTextureAnim(LINK_THIS, ANIM_ON | SMOOTH | LOOP , ALL_SIDES, 1, 1, 1, 1, 1);
This slides a texture smoothly, along the horizontal U-axis, in the opposite direction
llSetLinkTextureAnim(LINK_THIS, ANIM_ON | SMOOTH | LOOP , ALL_SIDES, 1, 1, 1, 1, -1);
This divides a texture into 64 “cells”, 8 across, and 8 down, and flips through them, left to right, top to bottom. This is useful for cell animation.
llSetLinkTextureAnim(LINK_THIS, ANIM_ON | LOOP, ALL_SIDES, 8, 8, 0, 64, 6.4 );
This rotates a texture counter-clockwise at 2 revolutions per second. Change the last value to -2*TWO_PI to rotate clockwise.
llSetLinkTextureAnim(LINK_THIS, ANIM_ON | SMOOTH | ROTATE | LOOP, ALL_SIDES,1,1,0, TWO_PI, 2*TWO_PI);
This scales a texture larger and smaller.
llSetLinkTextureAnim(LINK_THIS, ANIM_ON | SMOOTH | SCALE | PING_PONG | LOOP, ALL_SIDES, 1, 1, 1, 3, 2);
This turns off all texture animations
llSetLinkTextureAnim(LINK_THIS, FALSE, ALL_SIDES, 0, 0, 0.0, 0.0, 1.0);

Texture animation is a property of the prim (i.e., you can remove the script that started the animation, and the prim will remember the settings anyway.)

From the issue templates included by the wiki article:

  • SVC-3925 (bug): Some persistent prim properties lost when duplicated
  • SVC-1242 (bug): Texture Animation is not copied (llSetTextureAnim)
  • VWR-4018 (bug): Texture animations ignore repeats per face
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. Though if rate is negative and the REVERSE flag is used, they cancel each other out. ↩