ANIMESH 101 – Introduction and How To for Artiste Integration

From my early understanding, ANIMESH is a mesh object that can be animated.  It can obey inserted scripts.

You can attach it or rez it.

I finally got animated objects (Animesh) to work with our Artiste Performance HUD.  Very intricate endeavor.

Animated objects (Animesh) also work with our SmartDancer, allowing it to move in formation with other Animesh and/or normal avatars.

Theoretically, Animesh can ALSO be a Palette and be moved as well.  The SD Palette script IS a modified Palette script.

Because it host embedded scripts it can do everything artiste tools do except handle permissions.  Permissions are assumed because you* own the animated object.

NOTE: Animesh do NOT have to be animated.  They can instead be the operated upon without animating by using scripts

RULES for USING with our Artiste Performance HUD are STRICT with regards to DANCING with Animesh dancers in a group.

  1. First buy at least a MOD Animesh and preferably COPY/MOD.
  2. Unlike, avatars, as of this writing. Animesh need to have animations loaded into them.  If they are the only ones (no avatars) using the animations, then those animations don’t need to be loaded into the HUD.
  3.  Above all INSURE you have DancersInGroup set properly.  Total of Animesh + Avatars
  4. *smartdancer notecard is used for SmartDancer and must be inside your Animesh.  Be sure to adjust the PaletteHeightOffset
    TRACE,off
    ColorHead,off
    PaletteHeightOffset,1.0
    ChannelForSmartDancerFollower,-897434670
    END
  5. In the *sequences nc add Animesh to the end.
    Animesh,on
  6. In the *sequences nc add AnimeshTrace to the end.
    AnimeshTrace,on I suggest leaving this on while you are getting amiliar with Animesh, as it provide information on what is going on.
  7. Copy the Animesh Receiver 1.6 script into the Animesh. This allows the Animesh to tell the HUD what its key is because, unlike an avatar, its key changes every-time it is rezzed if Copy.

 

 

 

 

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