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llSetAnimationOverride

void llSetAnimationOverride(string AnimationState, string AnimationName)

Sets the animation (in object inventory) that will play for the given animation state.

To use this function the script must obtain the PERMISSION_OVERRIDE_ANIMATIONS permission.

Parameters
AnimationState (string)
AnimationName (string)
// Override the Sit, Stand and Walk animations
// 1. place this script and your animations in a prim
// 2. edit the animation names in the script to your animation's names
// 3. attach the prim to your avatar
string gMySit = "chop_sit";
string gMyStand = "FStand _02";
string gMyWalk = "Kort gang F v4.1";
default
{
attach(key id)
{
if ( id ) llRequestPermissions(id , PERMISSION_OVERRIDE_ANIMATIONS);
else if ( llGetPermissions() & PERMISSION_OVERRIDE_ANIMATIONS ) llResetAnimationOverride("ALL");
}
run_time_permissions(integer perms)
{
if ( perms & PERMISSION_OVERRIDE_ANIMATIONS )
{
llSetAnimationOverride( "Sitting", gMySit);
llSetAnimationOverride( "Standing", gMyStand);
llSetAnimationOverride( "Walking", gMyWalk);
}
}
}
  • Animation overrides survive script reset, script removal, attachment removal, crossing into another region and teleporting, but not relog.
  • State “Sit on Ground” will play the default animation in addition to any override set. This is required for correct viewer behavior.
  • Some states are transitional and have undefined behavior if set to continuously looping animations. These states are “PreJumping”, “Landing”, “Soft Landing” and “Standing Up”.
    • Usually this means your avatar will become frozen in place unless you run “Stop Animating My Avatar” from the viewer, so avoid using looping animations for these states.
  • Permissions aren’t auto granted if you sit on an object asking for PERMISSION_OVERRIDE_ANIMATIONS.
  • Starting a default animation (“sit” “walk” “fly”) with llStartAnimation will not start the Override Animation.
  • When this function is used to override the Walking animation, the avatar can no longer walk backward - attempting to do so causes the avatar to turn around. Presumably this is because there’s no way to specify a “walking backwards” animation, so actually moving backwards while your legs are moving forward would look wrong.