All posts by Yummy

Create of the Artiste System

Palette Reference – 02 -Show/Hide

Format:   Palette name
or
abbrev%command%
ALL
or ONE
or linkName (preferred)
or
link number
%DelayTime (seconds)

ALL = all links
ONE = the root prim or the (non-root) link/prim the palette scripts are in (strongly not suggested)
link number = 1 thru 256.  Zero (0) allowed if only 1 link, which is the same as ONE
 

Examples:

02_A%Hide%ALL
02_A%Show%ONE
02_A%hide%RedLink
02_A%show%3
02_A%hide%ALL%5

 

 

 

Palette Overview

 An ArtistePalette is a set of notecards and scripts.  You can place/copy them into any modifiable object. 

By changing the notecards, you can control what features the Palette is capable of performing upon receiving one or more commands.

There are a lot of commands that you can send to a Palette to tell it to do different things. 

You can send commands to it in various ways:
1) Thru its own Palette menu
2) The Artiste Performance HUD via the *autofx notecard
3) 
The Artiste Performance HUD embedded in a *sequence notecard
4) The Artiste SmartDancer via the *sequence(1-9) nc Chat command
5) Remotely via other vendors chat commands
6) From another Palette via an Action specified in a *moves notecard
7) Channel 66 in local from its owner.
8) Thru the Palette Trainer.

Notecards:

*moves
*palette
*specialfx
*utility
*thrower (optional)

Retired
*couples
*chorus
*experience


Scripts:

Artiste Assets
Artiste Fader
Artiste Mover
Artiste MovesLoader
Artiste Palette
Artiste Receiver
Artiste Special FX
Artiste Utility


 

 

Palette Reference – 01 – FadeShow/FadeHide

FadeHide and FadeShow – Palette-v27
Abilities – None


Format:   Palette name or abbrev%command%ALL or ONE or linkName (preferred) or link number%fadetimeoverride

IMPORTANT: fadetimeoverride is a just a number that represents !!!ABOUT!!! 5 seconds for a value of 1.
So..
1 = 5 seconds;
2=10 seconds;
0.5 = 2.5 seconds

ALL = all links
ONE = the root prim or the (non-root) link the palette scripts are in (strongly NOT suggested)
link number = 1 thru 256.  Zero (0) allowed if only 1 link, which is same as ONE

LinkName is strongly preferred over LinkNumber because LinkNumber is not reliable.  If LinkName is not found then it defaults to ALL

The default fade times are specified in the *palettes nc are called:

FadeToHideTime,5
FadeToShowTime,5
 

Examples:

02_A%FadeHide%ALL%3
02_A%FadeShow%ONE%2
 

If the last parameter (fadetimeoverride) is missing then the default FadeTo or last override time is used
 
***********
 
Other factors involved:
*palette notecard
 
FadeToHideTime,5
FadeToShowTime,5
InitialShowHide,(Show/Hide)
MinAlpha,0  ***  0      = invisible
Alpha,1000  *** 1000 = opaque
980 is used for silhouettes

SmartDancer 149 – Adjustments : Animesh : GuruZ, FinalTurnAdj, TurnCompletionDely

Animesh has been found to be less reliable than normal objects.

For SmartDancer, we have 3 features at out disposal to help counter these unreliables

1 – FinalTurnAdj:  this is an entry in the *smartdancer nc that goes inside of Animesh.  Its not really needed for poseballs since you can always control their orientation.

This feature was created to conquer the issue of creators making animesh with different direction-facing rez orientations.  The values are left, right, 180, and blank or just not include the entry if its blank…but best to leave it in and blank to remind you that its there when you need it.

The easiest way to figure out what value, if any, this should be set to is to simply Reset your SmartDancer Controller  and then if the Animesh (or poseball) is not facing the way you want it, then figure out which way it needs to turn to make it turn and end of facing  the way you want it to upon reset and then make that adjustment to the FinalTurnAdj entry in the *smartdancer nc.

2 – TurnCompletionDelay: This feature was created to handle the sometimes iffy behavior of animesh turns not completing all the way.  The closer the turn is to 5 seconds, the maximum turn-time allowed by SD, then the more likely it is to sometimes stop a bit short of its completed turn.  This entry on the *channels nc inside the SmartDancer Controller tells the animesh/poseballs to force the completion of the turn in one quick turn AFTER the TurnCompletion Delay in seconds has expired.  I have it set to 0.5 seconds as of this writing.

 

GuruZallAI,off
GuruZallJR,off
GuruZAI,nnnnnnnnn
GuruZJR,nnnnnnnnn

SmartDancer 151 – Artiste Hybrid

Hybrid is a methodology for using an SD poseball as an Artiste Palette.  The catch is that it can only be one or the other but not both at the same time.  The way it works is that which ever one is enabled, disables the other one.  We are talking about enabling and disabling scripts.

You can SKIP to where steps are listed #1 THRU #7 where it says:
“My HYBRID Installation Methodology is as follows”

****************************

The following just offers some background and describes what need to be done that I have tried to automate using the File Copier and Replicator.

You need to add a script called *AA_ArtisteHybrid v?.?
?.?
will be the latest version of that Hybrid script.  Add this to the SmartDancer poseball.

Remember that for poseballs to work with SmartDancer, they need to have their normal scripts installed as well:
*AA_ArtistePoseBallSit
*AA_Refresher
*AA_FileManager (optional) can be removed using TrimScripts on Replicator for show time.
*AA_ScriptLoader(optional) can be removed using TrimScripts on Replicator for show time.
Animesh AIFormations
Animesh JRFormations
Animesh Receiver
Animesh Resetter
Animesh SmartDancer
Animesh TurnCompletionDelay

NOTE: Set range to A-A prior to Install. Then later we will replicate 01_A to those letters* that will be poseballs.

Your initialization and installation should look similar to the screen below, allowing for different dates and versions.

For Artiste Palette I chose to use the latest version named 26_F
Artiste Assets 04-14-16-AH
Artiste Fader 02-27-18-BF
Artiste Follower 11-15-17-AI
Artiste Hybrid – v1.2
Artiste Mover 05-17-18-DF
Artiste MovesLoader 02-15-18-AH
Artiste Palette 05-21-18-DY
Artiste Receiver 11-15-17-AR
Artiste Special FX 05-21-18-BA
Artiste Utility 04-10-18-FB
Artiste UUID Physics 11-15-2017

The following scripts are not needed nor used.
Artiste Coupler
Artiste Experience
Artiste SmartDancer
Artiste ChorusLine

Also remember to install any needed notecards.
For SmartDancer
*smartdancer
*filemanager (optional)

For Palette
*moves
*palette
*specialfx
*thrower (optional)
*utility (optional)

The Replicator also has the *hybrid nc.  This tells the Hybrid script  which scripts it is to enable and disable for SD and Palette. the current contents as of this writing are:

/* Type,ScriptName
SD,*AA_ArtistePoseBallSit
SD,*AA_FileManager
SD,*AA_Refresher
SD,*AA_ScriptLoader
SD,Animesh AIFormations
SD,Animesh JRFormations
SD,Animesh Receiver
SD,Animesh SmartDancer
SD,Animesh TurnCompletionDelay
/*
PAL,Artiste Assets
PAL,Artiste Experience
PAL,Artiste Fader
PAL,Artiste Follower
PAL,Artiste Mover
PAL,Artiste MovesLoader
PAL,Artiste Palette
PAL,Artiste Receiver
PAL,Artiste Special FX
PAL,Artiste Utility
PAL,Artiste UUID Physics
END

Should any new scripts be added in the future, then this nc will need to be updated.

It is strongly suggested that you first create a palette.
Set the anchor on top or bottom of your SmartDancer Controller

Next, set the  Initial Offset of your Hybrid (combination of Artiste Palette and SmartDancer Poseball).  Or course be sure Moveable is  on. Moveable,on

**********************************

My HYBRID Installation Methodology is as follows:

1 – Copy PinMe script into poseball named ArtistePalette_01_A, This script will be found in your Accessories Box.

2 –  Be sure to TOUCH the poseball in order for PinMe to execute. It will delete itself after it runs.  This functions in the same way as the Multi-Rezzer Object Pin, allowing scripts to be copied from one object to another.

3 – Run Initialize the File Copier

4 – Run Install from the File Copier

Replicator has a feature to install Palette Scripts & Palette Notecards
NOTE: *palette has
AnchorName,ArtisteAnchor
BlankTexture,off
Color,none

NOTE: *palette has
InitialOffset,<1,1,0>,<0.00000, 0.00000,0, 1>

NoOfMoves,1
M01_A_01,3.000000,<1.00000, 1.0, 0.00000>,<0,0,0,1>,none,0

5 – Run PALnotecards from Replicator. This installs all Palette ncs inside the Replicator except *canonoverrides.  I have included the *hybrid nc for your convenience.

You need SmartDancer Animesh Replicator – v2.02 or later.

NOTE:  TrimScripts is automatically run, prior to notecards for Palettes being copied otherwise the copy would fail because one of the scripts that will be removed rejects more than a total of 2 notecards being copied into an animesh/poseball as part of the Initialization verification process.  No harm is done because the 2 scripts removed are only necessary for installing script updates or copying animations. etc.   

This is what my poseball looks like after I run PALnotecards from the Replicator. See below.

 

6 – Run PALscripts from Replicator. This installs all Palette scripts  inside the Replicator that begin with Artiste

This is what my poseball looks like after I run PALscripts from the Replicator. See below.

All Artiste scripts are disabled (set to NOT RUNNING) except, of course, for the Hybrid script (Artiste Hybrid).  It is the script that will enable and disable the other scripts (SD and PAL)

Now after you have ArtistePalette_01_A setup for Hybridization, simply use the replicator to reproduce it as many times as needed.

7 – Test SD-Only mode by pressing HybridSD button

8 – Test PAL-Only mode by pressing HybridPAL button

SD-Only mode can ALSO be engaged by using the HybridSD command in AutoFX and using ArtistePerformance HUDs dated
at least:
PE04 – Artiste – Performance HUD RC7A-v12.31-Animesh/SD 8.01

PAL-Only mode can also be engaged from the SmartDancer Controller by issuing a HybridPAL command on a sequence nc.  You just need a controller with a minimum version of:
PE18a-r – Artiste SmartDancer – Controller – v12.17 – RC7
It would be wise if this the following statement in the sequence was the last statement in the sequence.

99,HybridPAL | 100

 

 

 

 

 

SmartDancer 150 – SmartDancer Menus

The SmartDancer Controller is meant to be an aid to design-time experimentation and discovery via button-presses.  It is also responsible for executing notecard-ed sequences of events on a timeline that can be by elapsed-time and/or duration-time based.

SmartDancer Controller can be controlled by external devices via chat and channel and can also send chat and channel commands to other devices.

Below is a detailed discussion of the menus and submenu features.

**********************
Reset

You must press the Reset button whenever you change notecards, EXEPT sequence notecards.  You can use Read&PlaySQ or READ_SEQ buttons to just read changes made to *sequence ncs. This will be faster. But a full Reset will also re-read *sequence ncs.

**********************
Read&PlaySQ

Press this button after you have made changes to a *sequence nc.  This will always read the LAST *sequence nc read in.  Upon Reset it will always re-read *sequence1. Then it will play/execute that sequence from the beginning.

**********************
[Expansion]

This button opens up a sub-menu.  The submenus from here were designed to expand SmartDancer from 9 dancers to 18 dancers as well as hold some other commands. The initial sub-menu leads to buttons to Capture formations for J thru R and A thru I.  A further submenu leads to A thru I formation selection and execution.  Also provided is a faster access to creating a target for effects and Canons, called TargetExp. It functions the same as the other Target.

SwapNines and UnSwapNines allows dancers to execute all 22 formations instead of just the initial 11.  By Swapping, A-I can also access *formations nc animations and J-R can also access *expansions nc animations.

PlayLastSeq re-executes the last sequence read without re-reading the nc.

[Expansions] leads to a sub-menu that allows A-I dancers to execute formations defined on the *expansions nc

AutoJuneOffAutoJune is ON by default. Pressing this button turns it off.  This means that a June will NOT take effect until the next formation is chosen, as opposed to automatically executing, using the current formations.

[SetWall] is an inoperative place-holder for a possible future feature.

 

**********************
[Divisions]

This button takes you to a submenu that allows you to select a division. There are 4 divisions. A,B,C, and D.  Dancers will belong to 1 and only 1 Division at a time. Divisions are how animations are assigned. It is how up to 4 different animations can be playing among animesh/poseball dancers at the same time.  A new Division called E implies ALL divisions (A thru D);

**********************
[SendToDivs] 

This sub-menu off of the Divisions menu lets you designate which of the for Divisions (A,B,C,D) will be receiving sub-sequent animations.  SendItToE sends to ALL divisions.

Also there is a CacheAnims button that runs thru caching all animations via each dancer twice ad 0.2 second intervals.

MasterStart is a button that begins executing all sequences listed on the *sequence0 nc, starting the 1st sequence listed and ending at the last sequence listed.

There are some handy menu lines that help remind you of what buttons you have pressed and which animation was sent last
Anim Sent (this is the actual animation name) and Last Anim for Div(s).  Also what division the next animation will be sent to, -Next Anim sent for Division(s)

The Last Btn: A thru E denotes the last animation, by button-name, that was sent to that Division.  PrevBtn lists the button prior to the last animation button pressed.

Last Anim for Div(s) denotes the last division an animation was sent to.

Cur Div Ptrn is the current division. Tand Last Divisions are self-explanatory.

Now is a good time to remind you that once sequences begin, all bets are off. The menu line items are not reliable in reflecting what has been executed on sequences or prepforms.  For example, it is now possible to specify an 18 character division using a sequencer command but that may not be reflected here.

Canon Anim will tell you if you of a canon animation override via the menu, using the CanonDance button.  It will tell you which button you pressed.

StartKillKeep will be either StartKill or StartKeep.  StartKill is the default and means each new animation becomes a backing animation.  StartKeep means that the first animation after StartKeep status becomes the backing animation and is not overridden with subsequent animations.  There is a whole post on this subject.  StartKillKeep Link

**********************
[Options] 

This button leads to a submenu that allows you to PLAY your last-read-in sequence. It also leads to specifying effects, like Glow, Vanish/Appear, Color, etc.   You can show/hide hover-text that appears above the animesh and poseballs that identify them as unique and addressable for features like TARGETING

And you can STOP_SEQ, (stop the currently running sequence).  This STOP_SEQ button will also attempt to restore the animesh/poseballs to their initial state of default formations, turn home, june home orientations, and turn off all effects.

PLAY_SEQ plays the current (last read in) sequence.

ReReadSeq will reread the last-read-in sequence WITHOUT playing it.

ReReadPrep will reread the last-read-in PREP nc (*prepform) WITHOUT playing it.

Show/Hide will toggle showing or hiding ot the SmartDancer Controller itself.  It will reappear on Reset unless AutoHide,on is set in the *channels nc inside the SmartDancer Controller

AutoGlow turns on glow AFTER AutoGlowAmount is set.  There was no room for it on the normal Autos menu.  This glow effect happens on each Canon cycle/interval.

DumpSetting will attempt to dump a snapshot of the contents of the primary settings you have chosen with the menu buttons into an InstantMessage sent to you.

SetRot2Zero will reset the SmartDancer Controller’s orientation (rotation) to (0,0,0).  I found this handy when using multiple controllers.

**********************
[Controls]

This menus most used feature is the STOPALL.  This stops all functions but does NOT restore the SmartDancer dancers.  STOP_SEQ is used for that function.  Most of the other buttons allow you to view categories of dances as you have defined them in the *animations nc.  This saves you having to scroll thru all the animations page-by-page to find the one you wish to audition.  The StopLast button stops the LAST ANIMATION.  This will cause the previous ANIMATION to play.  If no previous animation then the standing animation will play.  You can get to a submenu for STOPS that allow you to stop via division. Also, you can select a particular PrepForm via the [PrepForm] button.

The DanceTime button allows you to temporarily change a dances time for testing.  You can make the time less than the maximum length.  You can also tell it to how many times you want it to repeat.

**********************
[Turns]

This menu allows you to turn selected dancers to face a direction.  North, South, East, or West.  This is accomplished by turning LEFT, RIGHT, or 180. Turn-Home, as of this writing, has been temporarily disabled.  Two very powerful Turns are the Turn-In and Turn-Out.  These 2 buttons only function if GROUPING is HALF or ALTERNATE.  These 2 groupings divide the dancers into 2 predefined groupings, referred to as X and Y.  The Z grouping implies NO GROUPING.  When HALF is chosen, the left-half of the dancers becomes X and the right half becomes Y.   When Alternate is chosen, every other dancer becomes X starting with A and J. The others become Y.

HALF
JKLM becomes X and ABCD becomes X.
NOPQR becomes Y and EFGHI becomes Y.

ALTERNATE
ACEGI becomes X and JLNPR becomes X.
BDFH becomes Y and KMOQ becomes Y.

Turn-In causes X to turn left or counter-clockwise and causes Y to turn right or clockwise.

Turn-Out causes X to turn right or clockwise and causes Y to turn left or counter-clockwise.

**********************
[Junes]

Junes allow all formations to rotate around the controller in a clockwise or counterclockwise direction. SetJuneLeft rotates all dancers within the JuneTarget in a counterclockwise direction.  SetJuneRight rotates all dancers within the JuneTarget in a clockwise direction.

The June lasts for the duration of the speed of one formation transition.  Junes perform the most recent formation for both A-I and J-R unless AutoJune is off.  (It is on by default). Then it will wait and perform the June on the next formation selected.

SemiLeft and SemiRight will perform 2 Junes in a row which will last twice the length of a formation transition.  This results in an 180 rotation around the primary Controller.

Junes also can have their own special target.  You use the XJuneTarget button to set a target for subsequent Junes.

SetJune45L will June 45 degrees counterclockwise.
SetJune45R will June 45 degrees clockwise.

SetJuneHome will return to the home rotation, fixed upon reset.
ClearJuneTar will set the June Target to all (abcdefghijklmnopqr).

**********************
[Canons]

Canons allow dancers both animesh and avatars, to do solos. They can all do the same animation solo or each one can do a different animation or combinations of both.  Canons are subject to Targeting.
There are a LOT of posts and videos explaining more in depth on how the different types of Canons work.  The menu title has  values that start with the letter C followed by a blank. These are all Canon values.

Canons can be animations or turns or both.  To make them both, then toggle the Turns&Anims button. Anims Only is the default.  To make the Canons only turns, toggle the TurnsOnly button.
Canons turn left Or right but if they are AnimsOnly then it does not matter which canon-direction button you choose. It will animate but not turn.

Canons can run forward, from first letter of target to last letter of target.  Or they can run in reverse from last letter of target to first letter of target. Canons have a primary and secondary animation. They also have a primary and secondary duration/interval.  They can be specified in the *smartdancer nc inside each animesh/avatar to make the animations unique to each dancer, or they can all be overridden at the SmartDancer Controller level. And the SmartDancer Controller specification itself, can be overridden at run-time by using the DanceCanon command and Speed command.

CanonTurnIn and CanonTurnOut are only valid when Grouping is HALF or ALTERNATE. They are subject to the same turn specifications as the [Turns] TurnIn and TurnOut.

Select2 button allows you to toggle between CanonAnimation1 and CanonAnimation2.

[CanonOrder] leads to a submenu that provides more options, including the order of execution of the 2 sets of 9 dancers (A-I and J-R).  There are also some more options on this submenu for fancier Canon-ing

The CanonDance button provides you with the ability to override the animesh/avatar level animation and SmartDancer Controller animations.  It is only temporary but works and is easier to change than having to edit the SmartDancer Controller *channels nc.  NOTE that the sequencer command is DanceCanon so don’t assume.

**********************
[Canon Order]

The Canon Order menu has additional Canon features.  It started out as just a place to change the order of Canon Execution.  Then it grew with a few more features.   Fortunately we have detailed posts with video to explain some of the extra features.

You get 6 built-in orders but you can create any type of custom order at run-time using the CanonOrder command.
Example:  $182736459 means that the 1st canon will be 01_A followed by 01_H (the 8th letter of the alphabet).  Then 01_B, then 01_G, etc.  After it gets to 01_I (9th letter), it repeats with 01_J followed by 01_Q, etc.  In other words, the pattern simply  repeats A-I to J-R.

For the Switch/UnSwitch toggle please see this post==> Switch/UnSwitch

For the Hold/Release toggle please see this post==> Hold/Release 

For the Finish/UnFinish toggle please see this post==>Finish/UnFinish

**********************
[Sequences]

 

The Sequences Menu allows you to choose a specific *sequence nc to read in as the CURRENT sequence. These serquence names are defined in the *sequence0 nc.  You access it via the [Expansion] button from the Main Menu.



S

 

**********************
[Canons]

**********************
[Canons]

**********************
[Canons]

 

 

SmartDancer 148 – MANUAL QuickStart Setup For SmartDancer File Copier and SmartDancer Replicator

1 – ACQUIRE COPY/MOD Animesh

2 – REMOVE all scripts and animations from its root and links that you do not plan to use.

3 – COPY the PinMe script into an animesh.  TOUCH the Animesh or Poseball. It will delete itself yet allow the SmartDancer communication scripts to be copied into it. If it is Animesh, it will DELETE ALL non-copyable items. (notecards, scripts, animations, objects)

4 – EDIT the *smartdancer and *filemanager notecards to your liking, making sure that the channels match the anchor and each other:

Examples:

Found inside your File Copier are:
*filemanager nc
FileCopierToMeshChannel,-12345
PingBackFromMeshToFileCopierChannel,-67890

*filecopier nc
FileCopierToMeshChannel,-12345
PingBackFromMeshToFileCopierChannel,-67890

*smartdancer nc
AnchorToAnimeshAndAvatarChannel,-224466

Found inside your Anchor
*anchor nc
AnchorToAnimeshAndAvatarChannel,-224466

5 – COPY the *filemanager nc  into an Animesh renamed to ArtistePalette_01_A

6 – COPY the *smartdancer nc  into the same Animesh named ArtistePalette_01_A

7 – COPY the *AA_FileManager script into your Animesh named ArtistePalette_01_A

8 – COPY the *AA_Refresher script into your Animesh named ArtistePalette_01_A

9 – COPY the *AA_Refresher script into your Animesh named ArtistePalette_01_A

10 – COPY the *AA_ScriptLoader script into your Animesh named ArtistePalette_01_A

11 – COPY the animation called ‘standing‘ into your Animesh.

12 – Reset Scripts Manually

This COMPLETES the Initialization process.  Technically, if you intended on doing manual updates all the time then all you would need for your initialization process are  the *smartdancer nc and the standing animation loaded into your animation.


INSTALLATION

13 – COPY the following 6 scripts into your Animesh named ArtistePalette_01_A

1-Animesh AIFormations
2-Animesh JRFormations
3-Animesh Receiver
4-Animesh Resetter
5-Animesh SmartDancer
6-Animesh TurnCompletionDelay

14 – OPEN each script and set it to RUNNING
15 – Press RESET on the SmartDancer Controller

SmartDancer 146 – AUTOMATIC QuickStart Setup For SmartDancer File Copier and SmartDancer Replicator

AConfigure notecards
BPinMe – (copy pin)
CInitialize –  (installs bootstrap)
DInstall – (installs scripts)
ECopyAnims – (copy showtime dance,poses,AOs)
FReplicate – (make A to R copies)
G – Reset – Automesh Individually (locally) [optional as needed]

============

STEP  1:  BUY an animesh that is MOD/COPY
STEP  2:  REMOVE all scripts and animations MOD/COPY
STEP  3: CONFIGURE *smartdancer
nc. You can always change it later. See SmartDancer 116 – SETUP.
STEP  4: CONFIGURE *filemanager
nc.   Match Channels with *filecopier
STEP  5: CONFIGURE *filemanager
nc.   Match Channels with *filemanager

STEP  6: RENAME one poseball to ArtistePalette_01_A. 

NOTE: You MUST Change the PHYSICS SHAPE TYPE from PRIM to CONVEX HULL

STEP  7: RENAME another animesh to ArtistePalette_01_J.


STEP  8: GIVE
Names to any attachments/links (i.e. clothing) to
ArtistePalette_01_J
that you foresee changing color or making glow in the future.  Assuming J-R will be used for Animesh and some or all of A-I will be used for avatars.

STEP  9a: RESET the  SmartDancer Controller by pressing Reset on it.

STEP 9b: REMOVE all scripts and animations from its root and links that you do not plan to use.

STEP 9c: COPY *AA_PinMe script into ArtistePalette_01_J and ArtistePalette_01_A.  TOUCH the object and it will PIN the animesh or poseball and then delete itself.   It will delete itself yet allow the SmartDancer communication scripts to be copied into it. If it is Animesh, it will also DELETE ALL non-copyable items before deleting itself. (notecards, scripts, animations, objects)

 STEP 10: RUN INITIALIZATION from the SmartDancer Controller
*AA_ArtistePoseBallSit  script will also be installed into

ArtistePalette_01_A.

ArtistePalette_01_J

*****************************

STEP 11: 11-07-21:  EDIT the FinalTurnAdj entry in the *smartdancer nc inside the J animesh. (Right, Left, or 180)
SmartDancer Controller always rezzes (or should) SOUTH. (0,0,0).
To determine what your adjustment should be for Animesh, determine how you would have to turn to face South after the Animesh rezzes normally.  EX:  FinalTurnAdj,Left if your Animesh was rezzed facing WEST.

STEP 12: 11-07-21: RENAME Description Field of FileCopier to J-J

STEP 13: 11-07-21: RUN INSTALL


ArtistePalette_01_J

STEP 13COPY the animations loaded into the FileCopier using the CopyAnims button

STEP 14: RENAME Description field of the SmartDancer Replicator to K-R.  as we configure one animesh then we will use REPLICATOR to create K-R

STEP 15: PLACE ArtistePalette_01_J into the SmartDancer Replicator.  (Replace if necessary)This is Animesh that has all the animations in it.

Be sure the channel in the *replicator nc matches the ChannelForSmartDancerFollower,-897431670 in the *smartdancer nc of the animesh/poseballs, whatever it happens to be then reset the replicator scripts.

STEP 16: TOUCH the SmartDancer Replicator.  Get the menu.

STEP 17: 11-07-21:  MOVE REPLICATOR so you have room for as many replications as you expect. In this case, 9.

STEP 18: 11-07-21:   PRESS REPLICATE button on REPLICATOR

STEP 19: RENAME the object name field of your SmartDancer Controller to J-R, if not already.

PE18j-r – Artiste SmartDancer – Controller

ArtistePalette_01_J


ArtistePalette_01_A

**********************
FOR POSEBALLS:

STEP 20: SPECIFY the names of the poseballs you want to configure i.e. (A-I, ADG, etc) and rename the description field of the SmartDancer Controller.

STEP 21:  RUN INSTALL from the SmartDancer Controller

STEP 23: RUN CopyAnims from FileCopier

STEP 24: RENAME the Description field of the SmartDancer Replicator to A-I or ADG or ???

STEP 25:  TOUCH the SmartDancer Replicator

STEP 26:  PRESS Replicate button

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STEP 27:
  RESET your SmartDancer Controller

STEP 28: CONFIGURE: SmartDancer Controller
*channels nc
*animations nc
*divisions (optional)

STEP 29: CREATE Formations and configure the *formations nc

STEP 30:  RESET your SmartDancer Controller again

STEP 31  RESET  – Automesh Individually (locally) [optional as needed]

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READY TO CHOREOGRAPH AND HAVE FUN !!!!

Use your SmartDancer RELAY HUD for easy distant region-wide access to your SmartDancer Controller.  Handy for backstage reach.  Just click on it on a non-button area to open the SmartDancer Controller Menu

SmartDancer RELAY HUD

 

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For UPDATES to the SmartDancer Controller, the heart of the system, you will simply and easily just receive a NEW  SmartDancer Controller.

But it will be possible to get an updater that just updates one or two scripts when it is a minor change.

For updates to Animesh scripts and notecards, it is a work-in-progress but we have an automated update procedure.

 

 

 

 

 

 

 

SmartDancer 145 – File Copier

It used to be that we would configured animesh and poseballs manually.  And, know that you still can.  But as we go from a maximum of 9 dancers to a maximum of 18 we felt it was time to provide an alternative to manually configuring each animesh/poseball dancer by hand.   Expect there to be future
product enhancements as well as to unwelcomed performance issues and occasional bug fixes to accompany the ongoing need to add and remove animations, make across-the-board changes to notecards as well as ease the process of initial installation.

Introducing the SmartDancer File Copier and the SmartDancer Replicator.

 

 

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The first thing to do with your new animesh, we sometimes just call ‘ani‘, is to RENAME it to ArtistePalette_01_? where ? is a letter between A and R in the alphabet.

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In order for the SmartDancer FileCopier to copy animations, scripts, and notecards into animesh/poseballs, each animesh/poseball you needs to load  FIRST with the
*filemanager nc and
*smartdancer nc and THEN copy in the
*AA_FileManager  and
*AA_ScriptLoader and
*AA_Refresher
scripts.

You can use the INITIALIZE button to automatically copy these 5 files, as a convenience.  Advised that the description field be A-A or J-J so that you configure one good animesh for making duplicates to rename.

Also added for  ArtistePalette_01_A is a special script called
*AA_ArtistePoseBallSit

So you could have 5 or 6 files in total as a result of Initialization.

For your safety, honoring best practices as an added precaution, INITIALIZE will ONLY initialize animesh/poseballs named A and/or J.  This is to allow you to use one for animesh (A?) and one for poseballs (J?).

Your goal is to end up with an animesh that looks like the following.

You may have also have extra script(s) or animations that came with the animesh when you bought it.  These should have been deleted, those in the root prim, when you added the PinMe script

Sample output from running Initialize from the SmartDancer File Copier, assuming TRACE,off in the *filecopier nc, is listed below:

[01:51:40] SmartDancer File Copier 4.3: [FILE COPIER] Initialization Started…Please Wait…
[01:52:03] SmartDancer File Copier 4.3: [INITsc] Initialization Completed for ArtistePalette_01_A !!!
[01:52:09] SmartDancer File Copier 4.3: [INITsc] Initialization Completed for ArtistePalette_01_J !!!

Should you accidentally run Initialization more than once,   the File Copier system is smart enough to remove the existing files and just recopy them again.


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Now with those 5 or 6  files loaded, it is easier to transfer animations, scripts, and notecards.  This is the bootstrap.

Next, the INSTALL button/feature is handy for first time preparations because first it DELETES any EXISTING animations and scripts and THEN copies  the 6 needed animesh scripts,  and 1 animation called ‘standing’, bypassing the files and ncs initialized using INITIALIZE.

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SmartDancer Replicator


Touch the replicator to bring up its menu.

This handy tool can save you some work, once you have an ideal animesh or poseball.  Simply put the range of replications you want in the description field.  Example:  J-R.  This will replicate 9 copies of the single animesh/poseball that you put inside of it.  Of course the animesh/poseball must be copyable.  Then press the REPLICATE button.

ArtistePalette_01_J thru
ArtistePalette_01_R

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CopyAnims

The main process you will likely use most often is CopyAnims.  Each animesh and poseball must have the animations they plan to use, inside of them.  SmartDancer FileCopier makes it easier to load ONLY COPYABLE animations into each of animesh/poseball.

Place all of the animations you plan to use in your routine inside the SmartDancer FileCopier.  Then make sure you limit the animesh/poseballs to be updated by specifying in the description field of the SmartDancer FileCopier, which animesh/poseballs are to be updated.

As a convenience, animations will not duplicate existing animations, just in case you forgot that you already installed an animation.

Examples:
To update ALL, specify A-R
To update a single animesh/poseball, specify  J-J;
To update a subset, specify A-I or J-R as examples in case you are using A-I for something else like normal Artiste setups.

After you install new notecards and scripts into your animesh/poseballs then its time to configure the notecards.  Please see the following link: ==>SmartDancer SETUP

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CopyScripts

The only difference between animesh and poseballs is that poseballs have one EXTRA script called:  ArtistePoseBallSit (v5.8 – 11-08-20).

Other than copying the ArtistePoseBallSit into poseballs that avatars use, the only other time you would likely  use CopyScripts is if when we might send out an update to an existing script or create a new script for SmartDancer.  So these should be rare occasions.

This button/feature, CopyScripts, is useful when you want to selectively control an update by, maybe, copying particular scripts.  The system is smart enough to match existing scripts in the animesh/poseball and then delete them before it copies new scripts of similar name so that there are not duplicate scripts with slightly different names.

When copying scripts, you are allowed an extra method of specifying which animesh/poseballs will receive updates.  Instead of being limited to indicating a range in the description field of the SmartDancer Controller (i.e.  J-R, A-I, A-R, etc) you can indicate specific animesh/poseballs.  For example:  AGM, assuming those were maybe dance-leaders of 3 divisions that needed the poseball script… Don’t be misled by a confirmation message saying it installed into animesh A thru M.  It really just means A,G, and M.

You will of course need to reset your SmartDancer Controller after ANY script copy/update.  Be sure that the *smartdancer notecard is already in the animesh/poseball before copying any scripts to avoid needless but harmless error messages.

*smartdancer
*filemanager
*filecopier

I suggest configuring the *smartdancer nc prior to copying it so you only do it once, prior to making copies of your animesh/poseballs.

Also configure the *filemanager nc so that its channels match those of the *filecopier nc.  Be sure to make your channels unique to avoid collisions with other users even though the system has safeguards as to owner.  This will allow you to work on more than one SD configuration at the same time as a safe-guard even though its likely you will separate by animesh/poseball name (i.e. A-R).

*filemanager
TRACE,on
FileCopierToMeshChannel,-1325
PingBackFromMeshToFileCopierChannel,-8945
END

*filecopier
TRACE,off
FileCopierToMeshChannel,-1325
PingBackFromMeshToFileCopierChannel,-8945
END

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INSTALL

First, INSTALL will delete all scripts and animations in the targeted animesh/poseballs that were not installed with Initialize.  This is meant to help clean up any animations and scripts that the animesh came with.

The INSTALL button/feature will install (copy) all scripts that don’t begin with *AA_ from SmartDancer File Copier into animesh/poseballs whose letters are within the range of the letters in the description field of the SmartDancer File Copier

INSTALL currently installs one default animation called ‘standing‘ and 6 scripts.  The number of scripts may change in the future but at this writing, it is 6.

You are tasked with copying the poseball script, ArtistePoseBallSit,  into those poseball objects upon which avatars will be occupying., assuming you did not use its automatic pre-install into ArtistePalette_01_A.  You can do that by indicating in the description, which objects are to receive the special script called…ArtistePoseBallSit