Category Archives: Uncategorized

SmartDancer 137 – Standing Animation

You can now change the default standing-animation from ‘standing’ to something else in 4 places.

#1 – at the animesh/poseball level.  It is ok to leave this field blank
Example:
StandingAnimation,P-Ok5

#2 – at the SD Controller level.  It is ok to leave this field blank.  This option OVERRIDES the animesh/poseball level
Example:
StandingAnimation,P-Ok5

#3 – dynamically at show-time using a Sequence command.   This option OVERRIDES the animesh/poseball level AND the SD Controller level
Example:
1,Standing,P-Ok5 | 23

#4 – dynamically at show-time using a PREP command.  This option OVERRIDES the animesh/poseball level AND the SD Controller level
Example:
1,Standing%P-Ok5

SmartDancer 136 – Links

108 – Preparables vs Immediates (Passive vs Actives/Actions)
109 – Registering vs Activation
110 – SmartDancer Philosophy

111 – Canons
112 – Animations
113 – COMMANDS – Sequencer
114 – COMMANDS – AutoFX
115 – —————-

116 – Setup
117 – Basic Canon
118 – Canon Reverse
119 – Canon Order
120 – Canon AutoGlow

121 – Canon AutoFade
122 – Canon AutoColor
123 – Canon AutoChat
124 – Canon Turns
125 – Canon Bollywood (Imagination)

126 – CanonDance (aka DanceCanon)
127 – Canon Hold
128 – Canon Switch
129 – Canon Finish
130 – Canon Bollywood (Imagination)

131 – PREP Commands Demoted
132 – Duration Time Introduced as Option to Elapsed Time
133 – Vanish for Avatars
134 – Sequence Master
135 – Playing Sequences

136 – (THIS POST)
137 – Standing Animation
138 – Formations
139 – Junes
140 – Targeting, Grouping, with Turns

141 – Glow
142 – FadeIn, FadeOut
143 – SmartDancer Relay HUD
144 – Eighteen Dancers – Animesh A thru I
145 – File Copier

146 – AUTOMATIC QuickStart Setup For SmartDancer File Copier and SmartDancer Replicator
147 – ColorLinksNow
148 – MANUAL QuickStart Setup For SmartDancer File Copier and SmartDancer Replicator
149 – Adjustments : Animesh : GuruZ, FinalTurnAdj, TurnCompletionDelay
150 – SmartDancer Menus

151 – Artiste Hybrid
152 – Ranges and Targets



 

SmartDancer 135 – Playing Sequences

You can now read in and play any sequence from 1 to 9 and are no longer restricted to just sequence 1 (*sequence1).

*sequence0 is reserved for the Sequence Master that lets you play a series of sequences in the order entered onto the Sequence Master.
Sequences play automatically upon the completion of the previous sequence.

There is a special new menu for selecting a sequence to be read.

From the Main Menu,choose [Divisions] then [SendToDivs] then [Sequences]  then choose a sequence to read in by its sequence name by clicking on it.

Sequence names are created on the sequence Master (*sequence0);

The last sequence READ IN is shown after “Current Sequence”, in this case below it is a sequence called SeqName3

Also, note that *sequence1 is automatically read in upon SD Controller reset so you don’t need to read it in.

Then when ready, press the PLAY_SEQ button via Main-Menu –> [Options] button

If you made recent changes to a sequence, the ReReadSeq button will reread the last sequence selected and read (Current Sequence).

I may, probably, will switch the ReReadSeq and ReReadPrep buttons since I suspect changes would be mad more often to a sequence than to a Prep so it would be less clicks to Reread a Sequence.

NEW!

To Read and Play a sequence from chat or AutoFX

1,SD=READ_AND_PLAY_SD_SEQ%3

(this is different than the previous old command)

or

channel,SDREAD_AND_PLAY_SD_SEQ%2

*****************
Chain Sequences

As an extra option, any sequence can chain to another sequence, but not itself or that would create a loop.

The command format is (example):
*sequence2
13,ChainSeq,6
So the 3th line of sequence 2 chains to *sequence6 and
we must assume that the 13th line is the LAST line of sequence 2 or else there will be unexpected consequences as the system is not built to handle otherwise

 

SmartDancer 134 – Sequence Master

A new feature now allows you to sequence sequences.

The *sequence0  nc is now reserved for the Master.  This Master sequences sequences.  This feature is OPTIONAL.

It could look like this:

*sequence0
1,PlaySeq,2
2,PlaySeq,1
3,PlaySeq,3
End

Notice that it can play sequences in ANY order.  There are currently up to 9 sequences possible from 1 thru 9.

This feature allows you to MIX sequences of different time times. You can mix duration and elapsed. You can execute this feature from the Controller or via external chat command.

From Controller it is off of the [Divisions] Menu. Choose [SentToDivs] .

MasterStart reads from *sequence0 and executes the sequences in order using either duration or elapsed time specified on the *sequence? ncs where ? is 1 thru 9.

From AutoFX
1,SD=StartMaster

or

From a chat command from an external HUD
channel, “SDStartMaster

From non-Artiste chat:
channel,SDStartMaster

 

SmartDancer 133 – Vanish for Avatars

Avatars on poseballs will now DESCEND 20 meters below upon Vanish.

Avatars on poseballs will now ASCEND 20 meters above upon Appear.

Target is taken into consideration so this allows you to override this action by simply excluding the avatar letters from the target command.

Example:  If avatar is “R” then specify jklmnopq as target if you do not want the avatar to disappear upon Vanish.

 

 

 

 

SmartDancer 132 – Duration Time Introduced as Option to Elapsed Time

You can now use duration as opposed to elapsed time in your *sequence ncs.

Include the ElapsedOrDuration,????????  entry at the top of your *sequence nc  where ???????? is either ‘duration’ or ‘elapsed’.
Omitting this entry altogether is the same as saying ‘elapsed’.

The 2 following examples result in the same performance:

ElapsedOrDuration,elapsed
1,Dance,BenBhang8 | 0
2,Dance,D-Belly11 | 10
3,StopAll | 15
END

ElapsedOrDuration,duration
1,Dance,BenBhang8 | 10
2,Dance,D-Belly11 | 5
3,StopAll | 0.1
END

There is validation for times now.

If choosing duration then:
Duration CANNOT be ZERO

If choosing elapsed (the default) then:
each Elapsed time must be GREATER than the previous ELAPSED time 

 

SmartDancer 131 – PREP Commands Demoted

PREP commands differ from sequence commands in that they allow multiple commands on one line to help save space and allow more sequencer commands into memory.  Sequencer commands are stored in its own script and PREP commands are stored in their own script.

PREP commands are non-active commands in that you dont see any effect when they are executed.  They are passive.  They also do not effectively take up any time so they need no elapsed time indicator and do not need to be factored into timing.

PREP commands do NOT need to be used. You could simply add more statements to the *sequencer nc.

I realized that I had active commands listed in the PREP document so I am demoting those and in essence making them inactive and non-operational if you put them on a PREP command line in a *prepform nc.

As a convenience the new list is presented here below as well, unfortunately uncolored.  To see the colored version, see–> PREP Commands demoted


PrepForm allows for multiple commands to be entered on the same line and called up later by entering a single number.  It used to be  a way to PREPare for FORMation moves but it is also a way to PREPare for Animations and Canons and more.  So we will refer to it as just PREP from now on.

The Controller currently allows for 11 PREPS (PrepForms)

Multiple Commands are separated by commas.
The one exception would be vectors for the Color command. Commands with parameters use ‘%‘ as a separator for the parameters.

i.e.

*prepform
1,Alternate,SendX,Turn%Left

PREPS can be called from AutoFX  AND/OR from Sequencer.
i.e.

HUD using *autofx
1,SD=PREPFORM,1 — an exception where we use a comma instead of a percent-sign (%)

Sequencer using *sequence
1,PrepForm,1

*************
1 – GROUPING

Grouping ONLY applies to  TURNS and
FORMATIONS. So, yes, a formation CAN apply to just half of the dancers, which can lead to some very interesting and unique hybrid formations.

1,Half    << sets Grouping to half left, half right….i.e.
X=jklm
Y=nopqr  when 9 dancers

1,Alternate  << sets Grouping to every other i.e
X=jlnpr
Y=kmoq   when 9 dancers

1,No_Grouping
1,SendX
1,SendY
1,SendZ

Sends specify WHICH group (X,Y or both(Z)) will receive subsequent TURNS, Canons w/turnsFormations, & June commands

1,Speed%9%5%0.2
Formation Speed/June Speed  %  Turn Speed % Canon Interval

*************
2 – FORMATIONS

1,Form%COLUMNSBLK  — Form Name must be CAPITALIZED
Not a real prep command so demoted

*************
3 – ANIMATIONS

1,Dance%Bodi
Not a real prep command so demoted

1,DanceCanon%*Bodhisattva —  actual animation name
CanonAnimationOverride

1,StopCanon — Stops Only the last Canon Animation
1,Freeze — makes last animation the backing animation – protects it from being stopped. Meant to be used with StartKill

1,UnFreeze — Stops the Frozen (Backing) Animation
1,StopAll — Stops all Local and Canon Animations
1,StopLast — Stops Only the last Local Animation
1,StopA — Stops last animation played for Division A
1,StopB — Stops last animation played for Division B
1,StopC — Stops last animation played for Division C
1,StopD — Stops last animation played for Division D
Not  real prep commands so demoted

*************
4 – TURNS

1,Turn%45L — New
1,Turn%45R  — New
1,Turn%Home
1,Turn%Left
1,Turn%Right
1,Turn%In
1,Turn%Out
1,Turn%180
Not  real prep commands so demoted

*************
5 – JUNES

1,June%Left
1,June%Right
1,June%45L
1,June%45R
1,June%Home
1,SemiRight
1,SemiLeft
No longer  real prep commands so demoted

NEW
1,JuneTarget% (alt1, alt2, ends, middle, left, right and
(j-r or ClearJune) or specific letters
1,ClearJune

*************
6 – CANONS

1,Canon%Left
1,Canon%Right
1,Canon%TurnIn
1,Canon%TurnOut
1,Canon%Home
1,Canon%Reverse
1,Canon%Forward
Not real prep commands so demoted

1,AnimsOnly
1,TurnsOnly
1,Turns&Anims
1,SelectCanon%1
1,SelectCanon%2
1,DanceCanon%*Bodhisattva —  actual animation name
1,CanonOrder%@432187659 — IMPORTANT you use the @ instead of the normal $
1,Hold
1,Release
1,StopCanon
Not real prep command so demoted

1,Switch
1,UnSwitch
1,Finish  —  automatically plays CanonAnimation2 in *smartdancer nc in animesh OR — returns to backing animation after last Canon — also performs Auto Commands pre-effect at start of animation and post-effect at end of Canon cycle (effects are: AutoChat,AutoGlow,AutoFade,AutoColor
(CanonAnimationOverride2) in *channels nc in Controller
1,UnFinish
1,ColorCanonLinks@%Silk%Dress%Veil — sets multiple clothes for  canon coloring – must be executed before Canon-Coloring

*************
7 – DIVISIONS

1,Division%AABBCCDDA
1,SendItTo%A
1,SendItTo%B
1,SendItTo%C
1,SendItTo%D

*************
8 – EFFECTS

1,ClothesName%(name of link) — sets link-no. based on object-name of link
1,ClothesLink%(link no) — sets link-no. to parm for Clothes command — good for single-link animesh, use -1 for link-set
1,Clothes%<1,1,1> — changes color based upon preset link-no.
1,Naked%(alpha-value) – changes transparency to preset link-no

1,AutoColorOn
1,AutoColorOff
1,AutoColorAmount%<1,0,1>%<1,1,1>

1,AutoChatOn

1,AutoChatOff
1,AutoChat%123456%This is the chat message — channel and msg

1,AutoGlowOn
1,AutoGlowOff
1,AutoGlowAmount%0.5%0 — 0.5 is for ON, 0 is for OFF

1,AutoFadeOn
1,AutoFadeOff
1,AutoFadeAmount%0.5%0 — 0.5 is for ON, 0 is for OFF –transparency 1 is opaque, 0 is invisible

1,Fade%j-r%0.5 — NEW 01/16 — NOTE: FadeNow from EFFECTS menu is equivalent of this command.  It needs Target to prepare it
Not real Prep command so demoted

1,Vanish%j-r
2,Appear%j-r
or
1,Vanish%lmno
2,Appear%lmno
Not  real prep commands so demoted

1,FadeOut%j-r
2,FadeIn%j-r —  allow time for fadeout 
or
1,FadeOut%lmno 
2,FadeIn%lmno  —  allow time for fadeout
or
1,FadeIn%j-r
2,FadeOut%j-r   —  allow time for fadein
or
1,FadeIn%lmno
2,FadeOut%lmno   —  allow time for fadein
Not a real prep commands so demoted

1,Target%k-p — Target applies to BOTH EFFECTS and CANONS.
or
1,Target%jklopq

1,ClearCanonTarget — Sets Canon & Effects Target to ‘jklmnopqr’


1,Color%jklm%<1##0##0>
1,Glow%r%1.0
Not real prep commands so demoted

*************
9 – OTHER

1,PrepareForLoop 
1,SuppressEndMsgs%(0/1) 

1,LastCanonPrep%11%2.5 — no. of PREP to execute on last Canon cycle, Delay in seconds  before PREP fires
1,Sit2Sit%(name of object to sit on)
Not real prep commands so demoted

1,RenameNew%(new animesh/avatar name)saves old name in desc
1,RenameOld%(original animesh/avatar name)renames old name

1,Hide   — Hides HoverText and Controller
1,Wait%3.5
1,Chat%123%This is my message
1,Say%0%This is my message
1,Whisper%0%This is my message
1,Shout%0%This is my message
1,IM%This is my message — sends to owner

SMARTDANCER 129 – TUTORIAL 113 – THE CANON – FINISH

The Canon FINISH feature is found under CanonOrder which is under [Canons].

It is a preparation feature that causes the Canon to use the CanonAnimation2  automatically along with a HOLD command

AFTER the dancers to their normal CanonAnimation which should be CanonAnimation1.

and then after the LAST dancer completes their  animation CanonAnimation2 , they all automatically revert to the Backing-Animation.  No need for an accurately timed StopCanon command.

Because you can specify a CanonAnimation2 on the *channels nc in the Controller, it makes it easy to change it and try different ones without having to change the CanonAnimation2 on each dancer (animesh/poseball).   And of course you can specify and/or change the CanonAnimation2 at runtime using a *sequencer command.  And, suffice it to say, you can also change the Canon Interval in the controller or at runtime.

1,Canon,Finish | 0

 

 

SMARTDANCER 127 – TUTORIAL 111 – THE CANON – HOLD

The Hold feature, which relates to Canons, prevents the canon dance from reverting back to the backing-animation when it has completed its Canon Interval time.  In other words, it acts as if the Canon Interval was infinite.

Use the Hold feature prior to doing a Canon.

The other state, which is the default, is Released.  So the Hold feature toggles between Hold and Release(d).

So to disable the Hold feature, press the Release button prior to doing a Canon.  Note that pressing the Release button has no immediate effect until the next Canon.

Use the StopCanon button, on the same menu as the Hold button, to immediately manually trigger the Canon Animation to terminate and revert back to the backing-animation.

This Hold feature is really handy when you want the Canon Dance to be a pose, as a practical example.

 

SmartDancer 126 – Tutorial 110 – The Canon – CanonDance (aka DanceCanon)

CanonDance  (aka DanceCanon) is a convenient way to change the animation that is chosen for the Canon.  Unlike the CanonAnimation1 or CanonAnimation2 entries on the *smartdancer nc inside the Animesh or SD Poseball, the DanceCanon command in Sequencer or PrepForm will apply to ALL avatars, be they animesh or avatars.

The purpose is to provide variety between each dancer doing different Canon Dances (aka solos) vs each dancer doing the same dance as each other.   You can start out with each dancer doing UNIQUE Canon Dances THEN changing to a COMMON Canon Dance that all the dancers do

OR

You can start out with all the dancers doing a COMMON Canon Dance THEN blanking out the Canon Dance which would cause the dancers to DEFAULT to the CanonAnimation(1 or 2) defined on their *animesh ncs, which would be UNIQUE. (this assumes no CanonAnimation (1 or 2) on the *channels nc inside the SD Controller

The command button on the SD Controller is CanonDance.  The command for Sequencer and PrepForm is DanceCanon so don’t be fooled.

1,DanceCanon,*Samia | 0
1,DanceCanon,*Samia

Know that this command does not trigger the animation but simply specifies what animation will perform when a CanonLeft, CanonRight, CanonTurnIn, CanonTurnOut, CanonHome, Canon180 etc is triggered.

How do you change back to the original CanonAnimations? Simply press the CanonDance button then DO NOT choose any animation.  For the commands, simply leave the parameter blank.

i.e.   1,DanceCanon,  | 0
1,DanceCanon,