SmartDancer 116 – SETUP

Check the contents of the SD Box for:

1 – SmartDancer Controller – v9.8 or later
2 – ArtisteAnchor – v3.3g or later
3 – Artiste Performance HUD  v12.3 or later –  NOT NEEDED for STANDALONE use of SmartDancer
4 – Goes Into Animesh – 2 scripts and a *smartdancer nc – THIS HAS BEEN REPLACED by notecards and scripts INSIDE the FILE-COPIER
5  – Help — Refer to the Website for HELP as it will be the most up to date.  Help is  just a cheat-sheet for commands.

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

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1 – CHANNELS

NOTE: ResetScripts after you change nc info.   You can often do that with a menu.  There is also a Relay HUD for distance manipulation of your SmartDancer Controller.  Controller has a menu and Anchor has a menu and HUD has a menu.

The MOST IMPORTANT THING to do is choose a unique channel for anchor to animesh/palette communications:

1) the unnamed entry in the *anchor nc in the Anchor MUST MATCH –>
2) the AnchorToAnimeshAndAvatarChannel entry in the *smartdancer nc that goes in the animesh and/or palette AND MUST MATCH –>
3) the ChannelForAnchorToAnimeshAvatar entry in the *channels nc in the SmartDancer Controller AND MUST MATCH –>
4) the AnchorToAnimeshAndAvatarChannel entry in the *filecopier nc in the FileCopier

NEXT

Choose a UNIQUE channel for HUD to Animesh/Palette and Controller to Animesh/Palette communications in:
ChannelForSmartDancerFollower entry in the *channels nc in the SmartDancer Controller MUST MATCH–>
ChannelForSmartDancerFollower in the animesh and/or palette

NEXT

Choose a UNIQUE channel for HUD_TO_EXT entry  in the HUD in the *config nc MUST MATCH the ChannelForFromArtisteHUD entry in the *channels nc in the SmartDancer Controller

NEXT

FileCopierToMeshChannel in the *filemanager nc MUST MATCH the  FileCopierToMeshChannel in the *filecopier nc

Choose a UNIQUE channel for aiding the FileCopier detect duplicate animation names by assigning  a channel to PingBackFromMeshToFileCopierChannel in the *filemanager nc which MUST MATCH PingBackFromMeshToFileCopierChannel  in the *filecopier nc

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2 – ANIMATIONS

NOTE: Copy animations is AUTOMATABLE using FILE-COPIER:

Copy animations into each animesh and/or SmartDancer Poseball.
Complete the *animations nc in the SmartDancer Controller to match the animations you have loaded.  Assign a unique button name to each animation.  (Max. 24 chars – only 10 to 12 will show up)

RESET the File Copier before use.

Change the Description in the FileCopier from J-R to the range of Animesh you wish to copy to.

3 – ANIMESH

Animesh must be COPY/MOD

Rename your animesh to ArtistePalette_01_(J thru R)

Remove all scripts from your animesh.

Set the InitialTurn, value in the *channels nc in the SmartDancer Controller to correct default-rez orientation of your animesh.  This value will be Left, Right180, or blank

Set the InitialJune value in the *channels nc in the SmartDancer Controller to reorient your animesh-line and controller from your design platform to your show-time stage orientation.  It will be Left, Right180, or blank.  There are samples or you can use our SD Ori (Artiste SD Orienter v1.1) to print out the 3 entries based on audience direction.

There is also a FinalTurnAdj entry on the *smartdancer nc. This entry can be non-existent or blank or Left, Right, or 180 and is used to overcome the issue when using animesh from different creators that have different rez orientations.

AlwaysFaceAudience,(on/off) – this entry when on will cause dancers to ALWAYS face the audience regardless of Junes or Formations.  Only TURNS will change the facing.  This entry is off by default.  It can also be set dynamically at run time in a sequence by using the AlwaysFaceAudience command.  Also, this command is sensitive to Targeting.

The SmartController ALWAYS orients to 0,0,0.  So the face/logo of the Controller will always face SOUTH.  This is normal.

NOTE: This is AUTOMATABLE using FILE-COPIER: Copy *smartdancer nc into your animesh first, then add the 2 scripts.  Then set the 2 scripts to RUNNING.

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

Other *channels nc entries in your SmartDancer Controller

AutoHide

If you want the hover-text on the animesh hidden (ArtistePalette_01_?) then set AutoHide,on else leave it AutoHide,off

AutoClearLog

If you want the log to automatically clear itself after 99 entries then turn AutoClearLog,on...otherwise when it gets full it will warn you that it is full and ask you to print the log out as the next controller menu press will cause it to clear out.

GuruZ

Set GuruZall to off if your animesh/poseballs are not all on the same vertical level.   When is on, it forces everyone to line up exactly on the same level during formation changes since there is a glitch that raises its ugly head sometimes that can cause the vertical elevation to be ever-so-slightly out of alignment.

StandingAnimation

You can choose a different at-rest or starting animation other than the animation called ‘standing‘, which is the default and is or should be copied into every animesh and poseball.

InitialTurn and Initial June

These entries compensate for the fact that different animesh creators animesh rez at different rotations.  Based on the direction your animesh/poseballs face towards the audience, these values will vary:  See the values below.  They will never change.

/* Facing North
InitialTurn,Left
InitialJune,180

/* Facing South
InitialTurn,Right
InitialJune

/* Facing West
InitialTurn,180
InitialJune,Right

/* Facing East
InitialTurn
InitialJune,Lef

MaxDances

You can raise this value from 64 to something more if you need more dance entries in your *animations nc to choose from but beware there is a memory limitation but I do not know what it is but, depending on the length of the animation name, you could probably get a few more, maybe 100?

 

 

Smartdancer 114 – Commands – AutoFX

HUD AutoFX SD Commands

Examples of how to enter commands on the *autofx nc.

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PLAYING SEQUENCES

READ_SD_SEQ reads in a particular *sequence? nc
PLAY_SD_SEQ plays the LAST *sequence nc read

1,SD=READ_SD_SEQ%1
1,SD=READ_SD_SEQ%2
1,SD=READ_SD_SEQ%3
1,SD=READ_SD_SEQ%A

1,SD=PLAY_SD_SEQ

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

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

1,SD=NO_GROUPING
1,SD=SENDX
1,SD=SENDY

1,SD=SENDZ

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

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FORMATIONS

1,SD=FORM%COLUMNSBLK

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ANIMATIONS

1,SD=DANCE%Bodi  — actual anim name is CASE SENSITIVE !!!
1,SD=FREEZE — protects last animation from being stopped – makes last animation the backing animation – protects it from being stopped. Meant to be used with StartKill
1,SD=UNFREEZE — Stops the Frozen Animation
1,SD=STOPCANON — Stops Only the last Canon Animation

1,SD=CANONDANCE%*Bodhisattva —  REAL animation name
CanonAnimationOverride

1,SD=STOPALL — Stops all Local and Canon Animations
1,SD=STOPLAST — Stops Only the last Local Animation
1,SD=STOPA — Stops last animation in Division A
1,SD=STOPB — Stops last animation  in Division B
1,SD=STOPC — Stops last animation in Division C
1,SD=STOPD — Stops last animation  in Division D

*************
TURNS

1,SD=TURNHOME
1,SD=TURNLEFT
1,SD=TURNRIGHT
1,SD=TURNIN
1,SD=TURNOUT
1,SD=TURN180

*************
JUNES

1,SD=JUNE%RIGHT
1,SD=JUNE%LEFT
1,SD=JUNE45L
1,SD=JUNE45R

1,SD=JUNEHOME
1,SD=SEMIRIGHT
1,SD=SEMILEFT

JUNE TARGET SHORTCUTS

1,SD=TARGETJUNE%ENDS —  same as jkpq
1,SD=TARGETJUNE%MIDDLE —  same as lmno
1,SD=TARGETJUNE%RIGHT—  same as nopq
1,SD=TARGETJUNE%LEFT —  same as jklm
1,SD=TARGETJUNE%ALL —  same as jklmnopqr = j-r
1,SD=TARGETJUNE%NOR —  same as jklmnopq = j-q
1,SD=TARGETJUNE%ALT1 — same as jlnpr
1,SD=TARGETJUNE%ALT2 — same as kmoq
1,SD=CLEARJUNE —  same as jklmnopqr = j-r

*************
CANONS

1,SD=CANON%LEFT
1,SD=CANON%RIGHT

1,SD=CANON%TURNIN
1,SD=CANON%TURNOUT

1,SD=CANON%HOME
1,SD=REVERSE
1,SD=FORWARD
1,SD=ANIMSONLY
1,SD=TURNSONLY
1,SD=TURNS&ANIMS
1,SD=SELECTCANON%1
1,SD=SELECTCANON%2
1,SD=CANONDANCE%*Bodhisattva —  REAL animation name
1,SD=CANONORDER%432187659
1,SD=HOLD
1,SD=RELEASE
 1,SD=STOPCANON
1,SD=SWITCH
1,SD=UNSWITCH

*************
DIVISIONS

1,SD=DIVISION%AAAABBBBC
1,SD=SENDITTO%A
1,SD=SENDITTO%B
1,SD=SENDITTO%C

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OPTIONS

1,SD=HIDE  Hides HoverText and Controller

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EFFECTS

1,SD=VANISH%J-R  (j-r can be lower-case as well)
2,SD=APPEAR%J-R
or
1,SD=VANISH%LMNO
2,SD=APPEAR%LMNO

1,SD=FADEOUT%J-R — currently unreliable for attachments
2,SD=FADEIN%J-R  —  allow time for fadeout 
or
1,SD=FADEOUT%LMNO
2,SD=FADEIN%LMNO  —  allow time for fadeout
or
1,SD=FADEIN%J-R
2,SD=FADEOUT%J-R  —  allow time for fadein
or
1,SD=FADEIN%LMNO
2,SD=FADEOUT%LMNO —  allow time for fadein

1,SD=TARGET%K-P   — Target applies to BOTH EFFECTS and CANONS. 
or
1,SD=TARGET%JKL

*************
CANON/EFFECTS TARGET SHORTCUTS
1,SD=TARGET%ENDS —  same as jkpq
1,SD=TARGET%MIDDLE —  same as lmno
1,SD=TARGET%RIGHT—  same as nopq
1,SD=TARGET%LEFT —  same as jklm
1,SD=TARGET%ALL—  same as jklmnopqr = j-r
1,SD=TARGET%NOR—  same as jklmnopq = j-q
1,SD=TARGET%ALT1 — same as jlnpr
1,SD=TARGET%ALT2 — same as kmoq

1,SD=CLEARCANONTARGETSets Target to “jklmnopqr”

1,SD=COLOR%jklm%<1##0##0> — use ‘##’  for comma (,) for color
1,SD=GLOW%r%0.5 — pattern, glow amount

 

 

 

 

SmartDancer 115 – Commands – PREP (PrepForm)

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

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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

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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 

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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
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 a 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 a real prep commands so demoted

*************
9 – OTHER

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)
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 113 – Commands – Sequencer

Sequencer Commands & PREP Commands

PREFACE:  IMPORTANT.  The following commands are sent to Animesh.  This means that the Animesh must have the animesh scripts and notecards inside of them. Targeting may restrict which animesh receive certain commands.

PREP Only commands are in GREEN meaning only those commands are allowed to be PREP commands on the *prepform nc.  Any and all commands can be sequencer commands that go on *sequencer? ncs.  And remember that PREP commands have a different format and use % (percent sign) instead of  ,   (comma)

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1 – Introduction

 

You enter active commands, one per line for, on *sequence? ncs to execute at given times, on one or more *sequencer notecards (ncs). You can specify by elapsed time or duration time.

You enter passive commands, more than one per line are allowed  f, on the single *prepform nc to execute at given times

Examples of how to enter commands on the *sequencer nc.

The first statement on a *sequencer nc should be an ElapsedOrDuration entry.  Only one ElapsedOrDuration nc should be on any given *sequence nc and it should be the 1st entry. See below:

Note that when choosing elapsed time, times must be greater than the previous time or execution will be halted.  Duration times can never be zero. It is strongly suggested that you end elapsed time ncs with a StopAll entry.

Only 1 command per line.

Each line must have a time at the end separated by a vertical bar.  It must be either elapsed time or duration.  You cannot mix the two but you CAN use multiple sequences, where some could be duration and some could be elapsed.  Elapsed is the default should you forget to specify.

Examples:
ElapsedOrDuration,Elapsed
ElapsedOrDuration,Duration

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2 – Executing a Sequence From Controller

 

You can start a sequence from the SmartDancer Menu of submenus:

Main Menu ->> Read&PlaySQ — Reads AND executes last selected sequencer nc.  (i.e. *sequence? where ? is 1 thru 9.  0 is reserved for Master.

Sub-Menus

[Options]==>
READ_SEQReReads current Sequence
STOP_SEQ
Stops the current running sequence
ReReadSeq rereads the last selected *sequence nc

[Expansions]==>[Sequences]==> (list of sequences by name. Names are assigned to sequences in the *sequence0 nc)  Pressing a button (1 thru 9) READS that sequence and makes it the CURRENT sequence for Playing (executing) or having changes made to it for ReReading.

You can now, also bring up the SmartDancer Controller Menu from either the SmartDancer Relay HUD by just clicking on it, Activation IDs must matches

OR

From the Artiste Performance HUD via the yellow AutoAccess button.  ActivationID must be 4 on the Controller. Click on the SmartDancer button.

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3 – Executing a Sequence From Chat

 

…or another choreography tool.
The tool must be owned by you.

Please see  this post for more detailed information on Playing Sequences: Playing Sequences

Use the following channel specified on your *channels nc inside your SmartDancer Controller. Specify your own channel.

ChannelForFromArtisteHUD,-123456789

The Commands are:

SDREAD_AND_PLAY_SD_SEQ

SDPLAY_SEQ

SDREAD_SEQ

**********************
4 – Format:

/* lineno, command, parm1(optional), parm2(optional), parm3(optional), parm4(optional) | elapsed-time or duration

Note: Lineno can be anything like a comment as it is not validated other than needing to be something there.  Examples:
1,Half | 0  or
,Half | 0 or
Grouping for TurnIn,Half | 0

*************
5 – 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 | 1    << sets Grouping to half left, half right….i.e.
(half of J-R or half of A-I)
XXXXYYYYY XXXXYYYYY
X=abcdjklm 
Y=efghnopq

1,Alternate | 1    << sets Grouping to every other i.e
X=acegikmoq
Y=bdfhjlnpr

1,No_Grouping | 1
1,SendX | 1 — Sends next turn or formation to GroupX
1,SendY | 1 — Sends next turn or formation to GroupY
1,SendZ | 1 — Sends next turn or formation to everyone

NOTE: No_Grouping now just does a SendZ and leaves the last Grouping, either Half or Alternate (unless it was the initial setting which IS No_Grouping, so all you have to do is do a SendX or SendY and it will use the previous Half or Alternate setting.

Sends specify WHICH group (X,Y or both(Z)) will receive subsequent TURNS and Formations,  commands|

Please note that JuneTarget WILL affect X,Y, and Z and limit which of the X or Y or Z are affected by subsequent Turns and Formations. i.e. ( altb = bdfh…this would limit a SendX on Half to just bd instead of abcd)

*************
6 – Speed

 

1,Speed,-1%-1%0.2 | 1

Formation Speed (& June),
TurnDurationOverride,
CanonDurationOverride
(-1 for skip)

*************
7 – Formations

 

1,FORMJR,COLUMNSBLK | 1 — Selects from *formations nc
2,FORMAI,SINGLEFILE | 1 — Selects from *expansions nc
3,FORMALL,SINGLEFILE,FRONTLINE |1  –– JR formation then AI formation both sent at nearly the same time

*************
8 – Animations

 

There are 5 animation states:

1 Default standing animation. This happens when no other animation is running and happens at the start and end of routines as well.  This animation can be replaced via nc or changed dynamically at run-time using the passive StandingAnimation command.  It uses the actual name of the animation to replace the ‘standing‘ animation.

2 Current active running animation. This is simply the animation that is currently running.  It is the animation that will be STOPPED when you execute the StopLast command.

3 Backing animation.  This is simply the animation that  was currently running just prior to a Canon sequence running.  This is the animation that will start running again after each Canon Animation completes.  It is always the current active running animation just prior to a Canon running, unless there is a FROZEN animation

4 Canon Animation This is the animation that runs during a Canon cycle. It can be the same or different for each dancer, be they animesh or avatar-on-poseball.  This animation can also temporarily be changed dynamically at run time but then it changes for ALL Canons solos.  Setting it to blank at anylevel causes the CanonAnimation to revert back to the prior lower level.  

5 – Frozen Animation – This is always the Current active running animation, UNLESS…you specifically FREEZE an animation, in which case, THAT animation becomes the Backing animation.   You can UNFREEZE the frozen animation.  The next animation, and each subsequent animation will act as the new FROZEN and Backing animation

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

NOTE: The default Division is A. So if you specify a divison without specifying a SendItTo command, only those in Division A will dance your first dance.

1,Dance,Bodi | 1 — Causes animation associated with button name ‘Bodi’ to play immediately on LAST specified Division which COULD be set by a Dance2 so be careful .  Best to be explicit.

1,Dance,Bodi,C | 1 — NEW 02-03-21 – This sends Bodi button name to Division C and makes C the current division so then subsequent Dance commands can  eliminate division if the dancers are meant to go to Division C. …You can always use a SendItTo,C or a SendToDiv,C command as well.

1,Dance2,Bodi,A,F-Belly1,B  | 1 — NEW!
Dance2 allows you to send 2 dances at the same time to two different divisions. It  uses the Button name

TIP: You can use this command to send a single dance and its Division.
EX: 1,Dance2,Bodi,A |1
This saves a line from the traditional , replacing both the following:
1,SendItTo,A | 1
2,Dance,Bodi | 2

This command (Dance2) was created with couples dancing in mind. The A and B, in the example above, designate which divisions  are in play and overrides any previous Divisioning, TEMPORARILY. 

1,Standing,!N HStand1 | 0 — New.  this changes the default standing animation for all dancers (avis/anis) and overrides the StandingAnimation entry on any *smartdancer ncs.  This MUST BE the ACTUAL animation name and NOT the button name.

This is a handy way to allow for priority 3 animations to run and override priority 4’s.  Please contact Lat Lovenkraft as the topic is worth a face-2-face 1-on-1 conversation. 

In short: It is advisable that a standing animation be priority 3 but when it isn’t then priority 3’s will have trouble running after a priority 4 if the standing animation is priority 4.

1,DanceCanon,Bodi | 1 —  CanonAnimationOverride – button name ***WITHOUT*** the at-sign (@)

1,StopCanon | 1 — Stops Canon Animations

1,Freeze | 1  —  makes last animation the backing animation – protects it from being stopped. Meant to be used with StartKill.  This will be the animation that runs when CanonAnimations stop.

1,StopAll | 1 — Stops all Local and Canon Animations
1,StopLast | 1 — Stops Only the last Local Animation
1,StopA | 1 — Stops all dancers assigned to Division A
1,StopB | 1 — Stops all dancers assigned to Division B
1,StopC | 1 — Stops all dancers assigned to Division C
1,StopD  | 1 — Stops all dancers assigned to Division D

*************
9 – Turns

 

1,Turn,45L | 1 — New — turns 45 degrees counter-clockwise
1,Turn,45R | 1  — New — turns 45 degreesclockwise
1,Turn,Home | 0– TEMPORARILY DISABLED
1,Turn,Left | 1
1,Turn,Right | 1
1,Turn,In | 1 — Requires HALF or ALTERNATE Grouping
1,Turn,Out | 1 Requires HALF or ALTERNATE Grouping
1,Turn,180 | 1 — turns 179  degrees counter-clockwise

*************
10 – Junes

 

1,June,Left | 1 – dancers rotate counter-clockwise around controller
1,June,Right | 1 – dancers rotate clockwise around controller
1,June,45L | 1 — dancers rotate 45 degrees counter-clockwise around controller
1,June,45R | 1 — dancers rotate 45 degrees clockwise around controller
1,June,Home | 1 — dancers rotate  around to the home rotation
1,SemiRight | 1 — NOTE: This takes twice as long as normal Junes
1,SemiLeft | 1 — NOTE: This takes twice as long as normal Junes

1,JuneTarget,(target[shortcuts]) | 1 — NEW  ( see target shortcuts at end)
NOTE: Set this value just BEFORE and reset it off (use ClearJune)  just after your June has completed. If you forget to set it back, the JuneTarget will also act as a target for formations…which MIGHT? be what one might want for an unusual formation limitation since only Groupings intentionally limit formations and turns.

1,ClearJuneTarget | 1  abcdefghijklmnopqr

1,JuneAI,<3,8,0>  | 1 — NEW 12/20 – Offset for 2nd separate June only for A-I;  turn off after use with 1,JuneAI,<0,0,0>  | 0

 *************
11 – Canons

 

Solos animations and/or turns based upon the pre-specified Target

NEW FOR 2022

The PushOut – this new feature allows the soloing canon dancer to move out away from the other dancers so their animation is less constricted 

Rules: 
#1 – You can choose either PushOut or Turns  (Turns&Anims) but not both.

#2 – You MUST have a Walk1 and Walk2 animation.  I have provide 2 Full-Perm walk anims called JD walk 1 and JD walk 2.   Use one to walk into the canon dance and the other to walk back to the original departure point.  Be sure you have the Walk animations defined in the *animations nc.

New sequencer command can dynamically dictate if the walk or Canon animation are used to move forward and back using the new sequencer command.  Using targeting, you can mix the two options, (walk and anim). The default is “anim” if there is no sequencer override and there is no *smartdancer entry for CanonWalkOrAnim,anim

*sequencer nc
PushOutWalkOrAnim,(walk/anim/inplace)

*smartdancer
CanonWalkOrAnim,walk
Walk1,JD walk 1
Walk2,JD walk 2
TurnDuration,3.0

#3 – The PushOut uses a constant of 0.2 seconds for the 2 turns used in the walk out …one to return to the line and a 2nd to reface forward.  It uses a Turn 180.

#4 – The PushOut uses the TurnDuration to determine the Walk1 and Walk2 durations.

#5 – You  must specify 2 entries in the *sequence nc.  See example below and the PushOutCanonFormIN should occur before the PushOutCanonFormOUT 

#6 – The PushOutCanonFormOUT  dictates how far the dancers will move out from their home position.  Simply CaptureJR  it and include it.  Currently only J thru R are able to participate in PushOuts.  A-R can still participate in turns. PushOutCanonFormIN is the name of the form that the Canon starts from.

/*0,TraceSequenceTimes,on | 0.1
1,Hide | 0.2
2,Division,AAAAAAAAA | 0.3
3,Dance,Bodi | 0.4
4,Target,j-r| 0.5
5,PushOutCanonFormIN,LINE2JR | 1
6,PushOutCanonFormOUT,LINEJR | 2
7,PushOutWalkOrAnim,anim
/*4,DanceCanon,Samia | 10
/*7,Canon,Reverse | 1.2
8,Canon,Left | 13
21,StopAll | 100
END

#7AlwaysFaceAudience,yes is assumed.

#8 – PushOutWalkOrAnim,(walk/anim/inplace)
If you choose anim option, then the walk cycles, both in and out, use the CanonAnimation instead of the walk animations. Use the ‘inplace’ option and the dancers will do their CanonAnimation in place without moving out of the dance line.  This is how it used to work.

***

1,Canon,Left | 1
1,Canon,Right | 1
1,Canon,TurnIn | 1 — GroupX turns left, GroupY turns right
1,Canon,TurnOut | 1 — GroupX turns right, GroupY turns left
1,Canon,Home| 0 TEMPORARILY DISABLED
1,Canon,Reverse | 1 — Plays Canon in reverse order
1,Canon,Forward | 1 — Plays Canon in forward default order
1,AnimsOnly | 1 — Only performs animations during Canon.  It does not matter which Canon direction you choose.
1,TurnsOnly | 1 — Only performs turns during Canon.  
1,Turns&Anims | 1 – Only performs turns * animations during Canon.  Be sure to add the times for both per dancer.
1,SelectCanon,1  | 1 — Makes CanonAnimation1 & Interval current
1,SelectCanon,2  | 1 — Makes CanonAnimation2 & Interval current
1,DanceCanon,D-Belly-11 | 1  –  button name WITHOUT at-sign
1,CanonOrder,$432187659 | 1 — This duplicates for AI and JR
i.e. $432187659432187659  (abcdefghijklmnopqr)
1,Hold | 1 ––  Prevents Canon Dance from reverting back to backing
1,Release | 1 ––  Resumes Canon Dance reverting back to backing
 1,StopCanon | 1 — Stops All Canon Dancing, reverting back
1,SeqSwitch | 1 — Alternates between CanonAnimation1 and 2
1,SeqUnSwitch | 1 — Undoes Canon dance alternation
1,Finish  | 1 —  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
NOTE: Does not work with Hold state

1,UnFinish | 1
1,ColorCanonLinks,Silk%Dress%Veil | 1– note: we use a comma after ColorCanonLinks instead of ‘
@‘  as we do with PREPFORM. We use % as separators for multiple parameters

NEW – 10-22-20
1,GlowCanonLinks,Silk%Dress%Veil | 1 –– note: we use a comma after ColorCanonLinks instead of ‘@‘  as we do with PREPFORM. We use % as separators for multiple parameters

NEW – 12-12-20
1,AfterCanon,2 | 1 — automatically executes sequence #2 after canon completes  where 2 can be any valid sequence number.
1,AfterCanon,0 | 1 — turns it off

NOTE: Be aware that the CURRENT sequence is now *sequence2 and so when you reread sequence, it will be the 2nd sequence.  Also, it is STONGLY recommended that you have an ElapsedOrDuration entry at the start of all *sequence ncs or you could find yourself with unsuspected results.

*************
12 – Divisions

 

NEW! 01/13/21
DIvisions can now be 9 or 18 long on a sequence nc.

IMPORTANT!!! Previous Targeting WILL limit the division assignment so unless you have intentions, be sure Targeting is ‘all’, (i.e. abcdefghijklmnopqr)

1,Division,AAAABBBBC | 1
1,Division,AAAABBBBC CCCDDDDD | 1   — NEW!!
1,SendItTo,A | 1
1,SendItTo,B | 1
1,SendItTo,C | 1
1,SendItTo,D | 1
1,SendItTo,E | 1 — NEW! This sends to ALL Divisions

NEW!  01-14-21 – Alternate command wording
1,SendToDiv,A
| 1
1,SendToDiv,B | 1
1,SendToDiv,C | 1
1,SendToDiv,D | 1
1,SendToDiv,E | 1

*************
13 – Effects

 

1,Glow,jkpq,0.2 | 1
1,Vanish,a-r | 1   NOTE: animesh with attachments are not reliable
2,Appear,a-r | 1 – NOTE: animesh with attachments are not reliable

Currently FadeIn/FadeOut duration is fixed

1,FadeOut,j-r | 1
2,FadeIn,j-r | 6  —  allow time for fadeout 
or
1,FadeOut,lmno | 1
2,FadeIn,lmno | 6  —  allow time for fadeout 
or
1,FadeIn,j-r | 1
2,FadeOut,j-r | 6  —  allow time for fadein
or
1,FadeIn,lmno | 1
2,FadeOut,lmno | 6  —  allow time for fadein

*************
14 – Autos

 

1,AutoChat,123,456,PartStart,PartStop | 0
2,AutoChatOn | 1
3,Canon,Left | 2
4,AutoChatOff | 3

1,AutoColorOn | 1
1,AutoColorOff | 1
1,AutoColorAmount,<1,1,0>,<0,0,1> | 1 —  canon in color, out color

1,AutoGlowOn | 1
1,AutoGlowOff | 1
1,AutoGlowAmount,0.5,0 | 1 — 0.5 value for ON, 0 value for OFF

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

1,AutoChatOn | 1 NOW IMPLEMENTED – SkipAviOnEffects,off/on
1,AutoChatOff | 1 NOW IMPLEMENTED – SkipAviOnEffects,off/on
1,AutoChat,123,456,message1,message2  NOW IMPLEMENTED – SkipAviOnEffects,off/on

*************
15  – Other

 

1,AlwaysFaceAudience,(on/off) | 1when on, Junes always face towards the audience. When off, Junes cause the dancer to face towards the direction of the June.  This command respects Targeting so you can specify with dancers participate for a particular setting.  You can set 2 different groups with 2 different settings.

1,RezObjSD,(0/1)  | 1 — rezzes an object of the same name as the rezzer, in same place, same rotation, zero velocity…if in the current canon/effects-target.  (0/1) if 1 then deletes  itself after rezzing (object_rez)

1,SetToNonPhys,(on/off) | 1 — When on, sets subsequent rezzed objects from this object to NON-PHYSICAL upon COLLISION

1,Temporary,(on/off) | 1 — When on,  sets subsequent rezzed objects from this object to TEMPORARY upon COLLISION

1,RezObj,NameOfObjectToRez%<1##1##1>%<0##0##0##1>%<1##0##0> | 1

<1##1##1> = rez at position <x,y,z>  — must be within 10 meters of center of root prim as the crow flies

<0##0##0##1>= rez  with rotation <x,y,z,s>  — I have always used <0##0##0##1>

<1##0##0> = velocity direction <x,y,x> — this can be directly translated into ApplyImpulse on Thrower

 

1,Pal,02_A%FadeHide%ALL%2 | 1 — NEW! This sends the FadeHide%ALL%2 parameter to a Palette named 02_A

1,LinkToSD,2,3 | 1 NEW 2021! This activates SmartDancer
Controller
with ActivationId in its *channels nc with a value of 2, and causes it to execute sequence number 3.

1,ReInit | 1 — NEW 2021! this sends formations to the dancers from the SmartController that executed it.

1,HybridPAL
|  1 — NEW!  Disables SD scripts & enables PAL scripts

1,PrepForm,1 | 1 — This will execute the PrepForm entry identified by 1 in its 1st position.  This will likely be more than one passive command separated by commas.  Parameters for a given passive command are delineated by % (percent signs)

1,PrepareToLoop | 1
1,SuppressEndMsgs,(0/1) | 1
1,TraceSequenceTimes,(on/off) | 1

1,Hide | 1   — Hides HoverText and Controller

1,LastCanonPrep%11%2.5 | 0 — no. of PREP to execute on last Canon cycle, Delay in seconds  before PREP fires  NOT SUPPORTED

1,Sit2Sit,(name of object to sit on) | 1 —  (name of object to sit on)

Instead or Renames use ActivateAI and ActivateJR
1,SwapNines | 1 –– this renames A to J, B to K, etc. and renames J to A, K to B etc.

1,UnSwapNines | 1 — this renames J to A, K to B, etc. and renames A to J, B to K etc.
These  SWAP commands enable either group of nine dancers (A-I or J-R) to use all 222 formations.

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

1,Speed,-1%-1%0.2 | 1 — Formation Speed, TurnDurationOverride, CanonDurationOverride (-1 for skip)

*************
16 – Targeting

 

NOTE: Some commands have targeting built into the command.
See shortcuts for targets below

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

1,ClearTarget | 1 — Sets Target to “abcdefghijklmnopqr”

1,Color,jklm,<1,0,0> | 1
2,Color,nopq,<0,0,1> | 2

1,ColorLinksNow,jklm,<1,0,0>  | 1 — NEW!!

1,Glow,r,1.0 | 0.2

 ***********************
17 – SHORTCUTS for TARGETS

 

all=abcdefghijklmnopqr
a-i=abcdefghi
j-r=jklmnopqr

altaq=acegikmoq
altbr=bdfhjlnpr
alta=acegi
altb=bdfh
altj=jlnpr
altk=kmoq

ends=abpq
endsj=jkpq
endsa=abgh

middle=efghjklm
middlej=lmno
middlea=cdef

left8=abcdefgh
leftj=jklm
lefta=abcd

right8=jklmnopq
rightj=nopq
righta=efgh

all=abcdefghijklmnopqr
allj=jklmnopqr
alla=abcdefghi

nor=jklmnopq
noi=abcdefgh
nori=abcdefghjklmnopq

*************
15  – Walk Form

 

When WalkForm  is “on, automatically plays the SetWalkForm animation during a formation transition.

When PoseForm is “on, automatically plays the SetPoseForm animation right after an existing WalkForm animation.

1,SetWalkForm,(button-name of animation) | 1
2,SetPoseForm,(button-name of animation) | 1
3,WalkForm,(on/off) | 1
4,PoseForm,(on/off) | 1