Re: Poseballs in sync?
Posted: Wed Apr 19, 2023 9:58 pm
I suspect we're hitting the limits of what ai scripting can achieve without human debugging intervention. However, phind does explain how the script is supposed to work and follow-up questions can be asked. Apologies if this hasn't been helpful in this case but I think it's an interesting avenue nonetheless.
Here's how the script works:
The script initializes by setting the UUIDs of the animations and the linked poseballs.
When an avatar touches the object, the script checks if the avatar has permission to be animated. If the avatar is frozen, the script sends a message to the avatar to give permission to animate and returns.
If the avatar has permission to animate, the script triggers the animation in both poseballs by sending a message to each poseball with the name of the animation to play.
The script then waits for a short period of time (0.1 seconds) to ensure that both animations have started playing.
Finally, the script synchronizes the animations in both poseballs by setting the animation UUID and playing the animation on all sides of both poseballs.
Note: This script assumes that the poseballs are linked and that the script is located in the root prim of the linkset. If the poseballs are not linked or if the script is located in a child prim, the script will need to be modified accordingly.