Category Archives: SmartDancer

SmartDancer – WallClimb

WallClimb is a new method of changing the orientation of dancers in the X , Y, and Z  axis.  It has its practical use in better displaying a choreographers creative formations by giving the audience a better view.  The WallClimb can be  enhanced using arm-stretching animations and/or ribbons or other flashy attention-grabbing, limb-extending particles or attachments

See Quick-and-Dirty Demo Video ==> Artiste SmartDancer WallClimb Quick-and-Dirty Demo Video

Juning already reorients but only based on rotation around the Z axis and it has an AutoJune option

WallClimb  allows dancers to reposition themselves  and dance and do formations on other surfaces like walls and ceilings

 

WallClimb  involves new scripts,  and new entries in notecards.

There is also an optional script and notecard to be placed in a floor that allows the floor to accompany the dancers as they reorient.

 

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FIRST, You need to REPOSITION and reorient your SmartDancer Controller and then CAPTURE that new position and orientation using a new button on the SD menu called CaptureContr.  This will usually be 45 or 90 degrees.  180 degrees would be dancing on the ceiling.

[14:12:56] PE18a-r – Artiste SmartDancer – Controller – v12.42 – RC7: <0.00000, 0.00000, 3.36939>,<0.38268, 0.00000, 0.00000, 0.92388>

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SECOND, create an entry in the *animations nc for each new orientation:

/* moves for controller moves format is: Moves,(any descriptor),move-vector,rotationvector
/*MoveController,1,<0,0,1>,<.707,0,.707>
/* button-name | dance type (d=dance,p=pose,a=ao,f=favorite,x=other) | animation-name | duration | repeat-times 0 for continuous 1 to n for number of times

MoveController,1,<0.00000, 0.00000, 5.21411>,<0.70711, 0.00000, 0.00000, 0.70711>
MoveController,2,<0.00000, 0.00000, 5.04517>,<0.70711, 0.00000, 0.00000, 0.70711>
MoveController,3,<0.00000, 0.00000, 0>,<0.0, 0.00000, 0.00000, 1.01>
Riverdance | o | Riverdance | 0 | 0
Jive-3 | o | Jive-3 | 0 | 0
Flapper| o | flapper | 0 | 0

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THIRD, create a command in your SEQUENCE when you want the controller to move.  The number is the relative occurrence of the Controller-Move regardless of the number in the *animations nc. The next and subsequent formations will reorient themselves to the new orientation in the same way that Juning does.

ElapsedOrDuration,elapsed
0,TraceSequenceTimes,on | 0.1
00,Hide | 0.2
1,MoveController,1 | 1
2,Dance,Riverdance | 2
3,FORMJR,COLUMNSJR,A | 3
/*4,MoveController,2 | 15
5,FORMJR,ROWSJR | 17
5b,June,Left | 29
6,MoveController,2 | 40
6c,June,Right | 51
7,FORMJR,LINEJR | 62
8,StopAll | 83
END

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FOURTH, RESET your Floor if you are using one

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FIFTH, PLAY your sequence.  A new  relay button now exists to let you stop it before its completed.  It is the white-hand on the red background

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If you want the floor to also move, then place the new Artiste Floor script into your floor. The ChannelForFloor is fixed. You cant change it.  It is owner-only so does not matter if there is another floor with same channel.  Clicking on the floor gives you a button called Reset.  Use this when you need to change the ChannelFortSmartDancerFollower.   Also if something seems to be stuck, use it.

 

After your sequence has played, you can reposition the Controller and Floor if it exists to their home orientation using the new ReHome button off the Turns submenu.  This also plays the default formations for J-R and A-I.  They move at 3.0 seconds so if the last formation is too far away you might receive an error.

 

There is a new command called GlowContr
Example:
1,GlowContr,0.0 | 0.1
This turns the glow off

 

 

SmartDancer MAJOR New Feature == WalkForm & PoseForm!!!

An exciting new feature is coming!!!

Requires:
1 – New Anchor
2 – New SmartDancer Controller
3 – New Animesh scripts and notecards

(Also a few bug fixes).  Like avatars (poseballsit) not stopping when they should

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I call it the WalkForm & PoseForm

SetWalkForm,(button-animation-name))
WalkForm
can be set “on” or “off“.

When on, you can tell it which animation (often walking type)  to use during formation transitioning.

What it does is automatically switch to your specified special animation during (at start of) formation transitions.  This special animation will be set using a new SetWalkForm,animation-name command.

When the formation has completed, it automatically reverts back to the previous backing animation. AutoWalk automatically FREEZES the current animation running just prior to doing the formation so it can be reverted back.  Also StartKillKeep is set to StartKeep.  So if you need these values to be different after a formation transition, be sure to UNFREEZE and/or change StartKillKeep to StartKill after you are done with your AutoWalks (I might set them back at the end of the walkform)

Also…

there is a
SetPoseForm,(button-animation-name)
PoseForm,(on/off)

PoseForm, if on, executes right after the WalkForm.   WalkForm must be on else PoseForm is ignored.

It is suggested to use the *animation entry to control the length of the PoseForm animation.

Example:
Pose1 | o | Stand1 | 3 | 0

This will do a 3 second pose after a walk. The walk plays thru the animation time (i.e. 9 seconds). Then the pose plays for 3 seconds.  Then the backing (original animation plays) animation plays again.

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

More excitement!!!

Formation Transitions

You can (always could) select which avatars/animeshes take part in a transition by using a fortunate serendipity feature of the JuneTargetJuneTarget (i.e.  JKLM) would say that only JKLM will participate in a formation-transition. (even though JuneTargets were meant to limit which dancers  participates in a June, it also limits who participates in a formation)

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DEMO VIDEO  ==>Walk/Pose Form

Commands in *sequence notecard

/* lineno, command, parm | elapsedtime or durationtime
ElapsedOrDuration,elapsed

0,TraceSequenceTimes,on | 0.1
1,Hide | 0.2
2,Dance,Riverdance | 0.3
3,Division,BABABABAB | 0.4
4,SendToDiv,B | 0.5
4,SetWalkForm,Walk1 | 2
5,SetPoseForm,Pose1 | 3
6,WalkForm,on | 4
7,PoseForm,on | 5
8,JuneTarget,altj| 6
9,FORMJR,GRIDLINE4 | 9
10,StopAll | 25
END

 

 

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”

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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 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

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


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.

 

 

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

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.

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

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.


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

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

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

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

 

Smartdance 144 – 18 Dancers – Animesh A thru I

Artiste SmartDancer has recently (Mid November 2020)  gone thru a major modification to allow up to 18 dancers, (up from 9)…in a combination of animesh and avatars.

Important:  This new feature has caused the Controller to be renamed from PE18j-r to PE18a-r

You can now create Animesh and/or Poseballs named ArtistePalette_01_A  thru ArtistePalette_01_I.

Targeting now allows for inclusion of letters A thru I

all is a new shortcut that equals: abcdefghijklmnopqr

Now that we have added A thru I there will be more short-cuts coming.

The FORM command has changed.  There are now 3 FORM commands and the old FORM command has been retired.

FORMJR – Formation change applies only to ArtistePalette_01_J thru ArtistePalette_01_R.

FORMAI– A formation change will only apply to ArtistePalette_01_A thru ArtistePalette_01_I.

FORMALL – A formation change will apply to ALL animesh/poseballs from to ArtistePalette_01_A thru ArtistePalette_01_R.  

There is a new field on the *channels nc inside the Controller. Example:
DefaultForms,LINEBLK,SINGLEFILE

NOTE: In example above, JR formation is LINEBLK and AI formation is SINGLEFILE

You always need at least the 1st formation name (in the example above this would be LINEBLK) other wise the 1st formation loaded will always be the last formation.  This 1st formation is used to initialize the formation upon reset for animesh/poseballs J thru R.

The second formation name will be used to initialize the formation of animesh/poseballs A thru I, upon reset, IF you are using A thru I.

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Some SmartDancer features, especially those in the Controller, will still only work on J thru R so sometimes it is beneficial to rename animesh/poseballs, temporarily.

Two new commands perform a series of commands to accomplish this:
ActivateAI and
ActivateJR

There are buttons for these on the new Expansion Menu.

IMPORTANT:  Copy the animesh/poseball name into the description field for each animesh/poseball.  NOTE: This is now done for you when you follow the AUTOMATIC procedure for creating animesh and poseballs.

is renames the Controller using the name in the description field

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A new state called AutoJune allows you to specify whether or not you want Junes to automatically complete by re-issuing the current formation.  AutoJune on is the default but there is a command, AutoJune,(on/off) where you can change this function on the fly.  This allows for even more creativity by Juning out of one formation and into another.

But its main purpose is to allow for better synchronization of Juning more than 9 dancers by delaying the 1st formation June and issuing both formation commands at or near the same time after the Controller has been rotated.

 

 

 

Smartdance 143 – SmartDancer Relay HUD

This is a simple HUD that allows you to pull up the main menu of a

particular SmartDancer Controller based upon  ActivationId.  The default ID is 4. They must match.  All you have to do is click on it in a non-button area and your normal SmartDancer Controller Menu will pop up, assuming matching Activation IDs in the SmartDancer RELAY and SmartDancer Controller.

The PINK Arrow will PLAY the current (last-read-in sequence)

The BLUE&WHITE BOOK-READER will ReRead the current sequence AND PLAY IT.  Good after making nc changes.

The RED SQUARE will STOP the current SEQUENCE, if running, AND attempt to reposition the dancers to their default formations and orientations, also removing any effects.

The GREEN Arrow will PLAY the current (last-read-in PREPFORM)

The Girl in Blue reading  the book will  prompt you to SELECT one of 11 PREPFORMS to read in AND then PLAY it afterwards

 

The YELLOW & BLACK U-TURN button just  Stops the current Sequence

The button with the girl reading on top of a stack of books will Read And Play current PREP

The button in the middle that looks like DNA sequencing brings up a sub-menu where you can select a particular sequence.

Clicking anywhere BUT on the buttons will bring up the MAIN MENU

 

You place a matching ActivationId in the Description field of your Relay HUD that matches the ActivationId in the *channels notecard of your SmartDancer Controller.  The default is 4.( It is best to leave this value as using other values is considered advanced.)

This way you can have multiple relays able to control multiple SmartDancer Controllers.