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WHAT IS SF POSER

Learn more @ https://opensimworld.com/sfposer

SF Poser is a General-Purpose Animation Controller for up to 99 avatars. It can be used to create furniture from scratch and quickly without editing notecards at all. It allows on-the-fly adjustments of poses and change of animations, automatic timers, prop rezzing, NPC rezzing, RLV, expressions, and other built-in powerful utilities.

It uses the same notecard format of the wonderful PMAC system, which means that it works right away with existing PMAC furniture.

SF POSER FEATURE SET

Fully Automated editing. SF Poser allows you to create new notecards and poses on the fly, and save them without ever creating or editing notecards and without the need to stand up/reset the script

  • Animation switching: Clicking the positioning handle allows to experiment with different sets of animations
  • Adjust menu: Users can make temporary finetuning to their position on-the-fly in order to perfectly match the pose
  • Expressions: emote using a facial expression at any time
  • Built in support for LockGuard chains
  • Built-in support for RLV
  • Built-in support for Rezzing NPCs
  • Built-in Object Giver
  • Built-in Props rezzer with ability to rez/derez/move objects
  • Built-in utilities such as sending chat channel messages, OSSL messages, attachment messages and more
  • Configurable via the '.SFconfig' notecard
  • Create custom Button commands with a single line in the .SFconfig notecard using powerful Shortcodes (see below)
  • OSSL-native script, meaning that you can control up to 99 avatars with a single script. It requires that the owner has enabled OSSL permissions.
  • Small footprint: A single script for everything. The script uses as little resources as possible, and resets when unused, minimizing memory usage. Loading time is instantaneous
  • Link-message and dataserver-API for fully remote operation. SFposer can become the animation-controlling part of another object such as a vehicle or a game
  • Permission system for limiting access to menus.
  • Snappy operation and uncluttered menu dialogs

QUICKSTART WITH SF POSER

You can get the SFposer package from the opensimworld region: https://opensimworld.com/hop/74730 The package contains an empty SFposer Template.

  • Rez the template and add your animations in its contents
  • Click on it and select OPTIONS->New Menu to create a new poses menu. A new empty pose (Pose1) will automatically be added to the new menu
  • Click ADJUST -> EDIT POSE to adjust the pose. The positioning handles will appear.
  • Touch each handle to select an animation
  • Move the handles to position the avatars
  • When done, click Save Pose, and then Save Menu Congratulations, you just created your first menu card and pose!

TO CONVERT AN EXISTING PMAC OBJECT

  • Remove all the existing scripts from the object
  • Drop the ~positioner, the ~baseAnim and the ..SFposer script in the contents of the PMAC object. You will find those inside the SFposer Template object
  • That's all! If you need to convert existing PMAC plugin options to SFposer, use this converter

TO CONVERT FROM OTHER SYSTEMS (AvSitter/MLP)

There is an online converter system that you can use to convert MLP and AVsitter cards to the SFposer/PMAC format: https://opensimworld.com/tools

MENUS AND POSES

A POSE is a set of avatars playing animations in specific positions. SFposer organizes the poses in MENUS (groups of poses), and each of the menus is saved in a separate notecard inside the object. Each menu notecard line describes one POSE, and all the poses in the menu support the same maximum number of avatars. The notecards are automatically created and saved by SFposer, but you will need to edit the notecards to add Shortcodes, which provide additional functionality.

USING SHORTCODES{}

Shortcodes are strings of the form SHORTCODE{arg1;arg2} which are added to notecards to instruct SFposer to do something while playing an animation. They can also be invoked through add-on buttons in the OPTIONS menu, from other scripts via llMessageLinked() and remotely from other objects using the SFposer dataserver-API.

To add a shortcode to a pose, insert it in the specially reserved second column of the .menu notecards, right after the pose name. The column is usually occupied with NO COM or NOCODE. Replace those with your shortcode(s):

Dance Together2|NO COM|danceLeft2|...
Dance Together|EXPR{smile;3;smile;4} SAY{Hello!} SAY{Hello again}|danceLeft|...
Dance Together3|SHORTCODE_GOES_HERE|danceLeft3|...

You can add multiple shortcodes{} simply separating them by space

There is additionally a configuration notecard for SFposer named '.SFconfig' where you can also add shortcodes, one per line (more on this later)

A shortcode{} can be executed via a button in the OPTIONS menu. To create a button, add a Button line in the .SFconfig notecard as follows:

Button=ButtonLabel=SHORTCODE{arg1;arg2;arg3}

After editing any notecards, you need to stand up and sit again, to force the script to reset and reload them.

ADDING EXPRESSIONS

For each avatar participating in the pose, you can specify an expression animation to play and the time it takes to repeat the expression (in seconds -- if you dont want repeats , enter 0). The Expressions Shortcode is:

EXPR{expression1;repeatTime1;expression2;repeatTime2;expression3;repeatTime3 ... and so on for every avatar of the pose}

The expressions and repeatTimes can be left empty, but be sure to include the required ; separators for all avatars in the pose. For example, the following notecard line defines expressions for the pose "WatchMovie" which is for 3 avatars:

WatchMovie|EXPR{laugh_emote;4;open_mouth;3;frown;0}|chair_sit|<0.2112.... [the rest of the pose line]

In this case, avatar1 will play the animation express_laugh_emote every 4 seconds; avatar2 will play express_open_mouth every 3 seconds and avatar3 will play express_frown only once. For brevity, the "express_" part of the animation name is omitted (so you only enter "frown" for animation "express_frown") . The full list of available expressions is: open_mouth, surprise_emote, tongue_out, smile, toothsmile, wink_emote, cry_emote, kiss, laugh_emote, disdain, repulsed_emote, anger_emote, bored_emote, sad_emote, embarrassed_emote, frown, shrug_emote, afraid_emote, worry_emote

If you wish to use a custom expression animation (e.g. a bento animation called bento_anim), you need to add the animation inside the SFposer object and rename it to "express_bento_anim". You can then use it as: EXPR{bento_anim;3}

REZZING PROPS

Props are objects to be rezzed with specific poses or via a button. All props objects must contain the SFposer Prop script so that they can be deleted after use.

After adding the script to the prop, drop it in the contens of the object and rename it to "MyProp". Add the following Shortcode to a pose to rez the prop:

PROP{MyProp;<1,1,1>;<0,0,0,1>}  

This will rez MyProp at position <1,1,1> and rotation <0,0,0,1> relative to the object, when the pose is selected.

If you need to rez multiple props, add multiple PROP{} shortcodes, separating them by space: PROP{Prop1... } PROP{Prop2...} PROP{Prop3...} ....

Stand and re-sit on the SFposer to reload the notecards, and then select the pose again. The prop should rez in the position <1,1,1>, as instructed.

Now, edit the prop to position it to its final position, and then select [Adjust] -> Edit Pose -> Save Pose. The system will save the new PROP{} positions and also print them out in local chat.

Additional shortcodes for props are supported. You can use them to create Buttons that rez/derez props:

  • TOGGLEPROP{MyProp;<1,1,1>;<0,0,0,1>} When the button is pressed, it rezzes the prop, when pressed again, it deletes it.
  • DELPROP{MyProp} Deletes the prop

For example, you can define a rez/unrez button in the .SFconfig notecard as follows:

Button=Rez/Unrez=TOGGLEPROP{MyProp;<1,1,1>;<0,0,0,1>}

(remember to re-sit in order to reload the card)

Attachment Props

You can use the "SFposer attachment prop script" to create props that auto-attach to a user (for example, a gym bench could use them to attach dumbbells to the sitter's hands). Use the following procedure to create attachment prop shortcodes:

  • Wear the attachment, adjust it to its final position and add the "SFposer Attachment Prop script" inside it.
  • RESET THE SCRIPTS in the attachment to record its position
  • Detach the attachment, add it in the contents of the SFposer object, make it full permissions, and give it a name (e.g. MyPropName)

Add the following shortcode to a pose to rez the prop and requests to attach to avatar sitting at position 0 (first avatar)

PROPATT{MyProp;0}

When you select that pose, the attachment prop should rez and request to attach to the first sitting avatar.

If instead you wish to attach the prop to the avatar that is currently using the menu, use a plain PROP{} code:

PROP{MyProp;<0,0,0>;<0,0,0,1>}

Attachment props are not detached when switching positions, they will detach when you stand up.

Note that Attachment props are temporary and cannot be detached by right clicking, instead the user will have to click on them to detach.

RLV SUPPORT

SFPoser has built-in support for RLV and uses shortcodes to implement it.

Add the following lines to your .SFconfig notecard to create an "RLV Capture" and an "RLV Release" button:

Button=RLV Capture=RLVCAPTURE{20}
Button=RLV Release=RLVRELEASE{}

The shortcode RLVCAPTURE{20} indicates that 20 is the maximum distance (in meters) within which to search for avatars to capture. RLVRELEASE{} does not have any arguments

For each pose, you can use the RLV{} shortcode to send RLV commands from SFposer:

RLV{avatarNum; @rlvCommand1 ; @rlvCommand2; @rlvCommand3 ... }

In the line above, avatarNum is the position of the avatar (0 is the first avatar). You can send as many separate RLV commands you wish with a single RLV{} shortcode, but remember to separate them with ;

RLV support works with osCollar 7. You can read more about the RLV protocol here.

BUILT-IN GIVER

To give an object (e.g. Popcorn) to the user who is currently using the system, create a Button in the .SFconfig notecard with the GIVE{} shortcode as shown below:

Button=Get Popcorn=GIVE{Popcorn}

The button "Get Popcorn" will be added to the Main menu's OPTIONS screen. Make sure the Popcorn object is inside the contents of the SFposer object and that it is copyable or else the command will fail silently

NPC REZZING SUPPORT

You can add NPCs to SFposer by adding appearance notecards inside the object. Each NPC appearance notecard must use the naming convention of PMAC: .NPC00A Firstname Lastname. Appearance Notecards created for PMAC should work right away. Add the NPC notecards and reset the object by re-sitting. The NPCs submenu is in the OPTIONS menu

You can use the shortcode ADDNPC{firstname lastname} in .SFconfig to rez NPCs during startup or after region restart. You can also use the shortcodes ADDNPC{..} and DELNPC{..} in poses.

LOCKGUARD CHAINS SUPPORT

SFposer supports LockGuard V2 cuffs for chains and ropes. In order to add lockguard settings to a pose, use the LG{} Shortcode which should be added to your pose notecards:

LG{0;rightwrist;rightHook}

This instructs the cuff worn by the avatar sitting at position 0 (the first position) to link to the child prim named rightHook and uses the lockguard command rightwrist which points to the right wrist cuff.

You can use a more elaborate lockguard command instead such as rightwrist gravity 4 life 1.5 color 1 0 0 but DO NOT INCLUDE the "link" and "unlink" commands. These are added automatically by the system. You can read more about the LockGuard protocol options here.

You can add multiple LG{} Shortcodes for multiple cuffs. An example notecard line is:

UseCableMachine| LG{0;rightwrist life 1;righthook} LG{0;leftwrist life 1;lefthook} |cables|<1.3282,1.8789,0.8556>|<0.0001,-0.0002,0,1.>

Chains are unlinked automatically when someone stands.

RUNNING EXTRA ANIMATIONS

You can create a Button that runs a set of animations ON TOP OF the currently playing animations. For example you can create a Button that makes everybody laugh at any time by adding the following line to .SFconfig notecard:

Button=All Laugh=ANIM{express_laugh;express_laugh;express_laugh}

to create a button to stop those animations, use the STOPANIM Shortcode instead of ANIM:

Button=Stop Laugh=STOPANIM{express_laugh;express_laugh;express_laugh}

Note that, unlike EXPR{} , you have to specify the full animation name here, and there is no repeat-time since the animations here are not repeatable

ANIMATION SWITCHING WITH A TIMER

SFposer supports auto-timer that switches poses every X seconds. The menu option is under ADJUST. You can specify the default auto timer duration (in seconds) in the .SFconfig notecard:

autoTimer=60

You can set the auto-timer for individual poses by adding the shortcode TIMER{50}, which will set the animation timer every 50 seconds. TIMER{0} will stop the auto-timer.

ADVANCED SHORTCODES

Shortcodes like GIVE{... }, can be used either via Buttons (shown in the the OPTIONS menu) or by adding them to the pose line in a notecard. The Shortcode-section of a notecard can contain multiple Shortcodes separated by space. For example, if you want a pose to rez a PROP{} and also run some animation, add the following Shortcodes:

PROP{MyProp;<1,0,0>;<0,0,0,1>} ANIM{clap;clap;clap;clap}

The same Shortcodes can be used via a Button. The button is defined in the .SFconfig notecard with a single line as follows:

Button=MyButtonLabel=PROP{MyProp;<1,0,0>;<0,0,0,1>} ANIM{clap;clap;clap;clap}

This allows to create many different effects without any effort or using addon scripts.

In addition to the Shortcodes described so far, the following Shortcodes are supported:

  • MSGPROP{MyProp;Hello,prop} Sends the dataserver message "Hello, prop" to the already-rezzed prop MyProp using osMessageObject()

  • MSGATT{0;Hello, avatar1 attachment;19,4} Sends the dataserver message "Hello, avatar1 attachment" to the attachments attached on attach points 19 or 4 of the avatar sitting on position 0 of the pose (first position) using osMessageAttachments(). You can read more on the documentation of osMessageAttachment online . You can also view the full list of attachment point numbers.

  • MSGOBJ{<object-uuid>;Hello object} Sends the dataserver message "Hello object" to the object with using osMessageObject(). This can be used to send shortcodes to another SFposer, however you will have to replace '{' and '}' with '[' and ']' in the shortcodes for this to work. This example changes the pose in another sfposer object:

MSGOBJ{<object-uuid>; SAY[Changing pose] SWITCHTOPOSE[MyPose]}
  • MSGLINK{4;Hello link number 4} Uses osMessageObject to send the dataserver message "Hello link number 4" to the linked prim at link number 4

  • SAYCH{21;Hello, channel 21} Uses llSay() to say the string "Hello, channel 21" to the local chat channel 21. The string can contain the special codes %USER00, %USER01, %USER02 etc which are replaced witht the Name of the user sitting at position 1, position 2 etc. For example: SAYCH{0; The user %USER00 is sitting with %USER01}

  • SAY{Hello public channel} Like SAYCH, but for the local chat

  • REGIONSAY{21; Hello channel 21 in the whole region} Like SAYCH, but region-wide

  • USAY{Hello dialog user} Say something to the user currently using the dialog

  • LINKMSG{-1;99;Hello, all prims} Uses llMessageLinked(-1,99, "Hello, all prims" , <list-of-avatarIds> ) to send a link message. Note that LINK_SET=-1, LINK_THIS=-4

  • TRIGGERSND{My sound} Play the sound "My sound" (to accompany an animation)

  • LOOPSND{my sound} Start playing a sound loop with sound "my sound"

  • STOPSND{} Stop sounds

Note: Shortcodes must appear before any other custom configuration strings you use

Changing linked prim properties on the fly

SHOW{MyChildPrim; <1 or 0>}

Show or hide the child prim named MyChildPrim (1 = show)

SETPRIM{MyPrimName; <specially-encoded-list> }

This shortcode can be used to change the properties of the linked prim(s) named "MyPrimName" using the list of prim properties as in llSetPrimitiveParams().

It is essentially a way to call llSetLinkPrimitiveParams() without adding another script in the object. To use this shortcode, you must encode the list of parameters to llSetLinkPrimitiveParams() in a special format that can be pasted into the notecard. Use the script "SFposer encoder for SETPRIM" (link at the end of this page) to generate the shortcode.

Quick Example: Changing the color of a child prim named MyPrim and making it transparent

The LSL list for llSetPrimitiveParams() would be [PRIM_COLOR, ALL_SIDES, <1,1,1>, 0.0]. Using the shortcode encoder script, it prints out in local chat the SETPRIM shortcode containing the encoded version of this list:

SETPRIM{MyPrim; I;18;I;-1;V;<1,1,1>;F;0.0}

Setting particles per animation

Similar to SETPRIM, SETPARTICLES{} is used to set the particle system in any named prim in the link set.

SETPARTICLES{MyPrimName; <specially-encoded-list> }

The parameters list to be passed to llLinkParticleSystem() must be a specially-encoded encoded with the same script as above, but remember to replace SETPRIM with SETPARTICLES in the output of the script.

Presets of shortcodes

Presets are shortcuts to a series of shortcodes which can be defined in .SFconfig. The syntax for defining a Preset is:

Preset = MyCommand = SHOW{myPriml;1} TRIGGERSND{bang}

This defines the preset "MyCommand" as the series of shortcodes SHOW and TRIGGERSND

To use a Preset, use the PRESET{} shortcode in a pose line or anywhere:

PRESET{MyCommand} 

Presets can be used to group together shortcodes that are shared by multiple poses. For example, a Shower object may contain poses that with water running and and others that don't. The two preset states (WaterOn and WaterOff) could be defined in .SFconfig as follows:

Preset = WaterOn = LOOPSND{watersound} SETPARTICLES{ShowerHead; <encoded list>}
Preset = WaterOff = STOPSND{} SETPARTICLES{ShowerHead;;}

Individual poses could be configured to use the presets as follows:

Pre Shower| PRESET{WaterOff} |<1,2,3>.... 
Shower| PRESET{WaterOn} |<1,2,3>.... 
AfterShower| PRESET{WaterOff} |<1,2,3>.... 

When switching between poses that use the same preset, the preset will not be restarted, instead it will continue running. If you explicitly want a preset to be restarted, add another, empty PRESET{} code before:

PRESET{} PRESET{WaterOn} 

Creating Sequences

Using shortcodes, it is possible to turn an animation menu notecard to a sequence of poses. Use the TIMER{} code to set the duration of each pose, and use Shortcodes or Presets to add effects such as props, sounds etc. to each pose. To prevent looping the whole sequence, use TIMER{0} at the last pose.

An example notecard for a boxing match would be:

Warmup| TIMER{30} SAY{%USER00 is preparing to fight %USER01} | prepare1| <0.012....
Fight | TIMER{30} PRESET{Fighting} SAY{Fight!} | fight1 | <0.012....
Victory| TIMER{0} TRIGGERSND{victory} SAY{%USER00 won! }  | victory1 | <0.012....

Creating OPTIONS Buttons with shortcodes

Any shortcode can be added to an add-on button in the OPTIONS menu with the Button option in .SFconfig:

Button=My Button=SAYCH{0; Hello,world}

Running shortcodes in .SFconfig

It is possible to run shortcodes in .SFconfig every time SFposer is resetting. Add the SHORTCODE{} on a single line by itself and it will be executed when resetting. This can be used for example to change the properties of prims when the system is reset using SETPRIM{}

Using Shortcodes and their combinations, it is easy to create advanced features such as turning on lights/controlling other objects/showing and hiding attached clothes/rezzing and derezzing additional objects etc. without the need for additional scripts.

API COMMANDS & REMOTE OPERATION

The API allows you to trigger most of the Shortcodes described above in the SFposer object through link messages and through dataserver messages.

To send commands from another script through link_messages use :

llMessageLinked(LINK_THIS, -1, "SHORTCODE{...}", NULL_KEY);

To send through dataserver messages, use:

osMessageObject("<SFposer object UUID>", "SHORTCODE{...}");

In order to enable dataserver messages, the allowRemote option needs to be set in the .SFconfig notecard. This option determines how the SFposer can be accessed by avatars and dataserver messages, and takes the following values:

  • allowRemote=0 Only sitting avatars can use the menus, the object does not accept dataserver commands
  • allowRemote=1 All avatars, sitting or not, can touch the object to use the menus, the object does not accept dataserver commands
  • allowRemote=2 Only sitting avatars can use the menus, and the object accepts dataserver commands
  • allowRemote=3 All avatars, sitting or not, can use the menus, and the object accepts dataserver commands
  • allowRemote=4 Disable all menu dialogs, and the object accepts dataserver commands. Use this in case you want to control SFposer remotely-only, in which case SFposer will not generate any dialog when touched. This is useful if you want to host SFposer and another menu-driven script in the same root prim.

In order to allow changing poses and animation menus remotely, the following shortcodes are available for remote operation:

  • SWITCHTOMENU{My Menu} Switches to the animation menu "My Menu"

  • SWITCHTOPOSE{My Posename} Switches to the pose "My Posename" which must be in the currently selected animation menu.

  • UNSIT{<avatarNumber>} Unsits the avatar in position (first position is 0)

  • ADDNPC{firstname lastname} Adds an NPC from the inventory

  • DELNPC{firstname lastname} Deletes the NPC

  • SWAP{pos1; pos2} Swaps the users in pos1 and pos2 (first position is 0)

It is possible to use the API to add Buttons to the OPTIONS menu. In this case, instead of a shortcode, the message sent to SFposer has the same format as the .SFconfig configuration line for creating a button:

osMessageObject("<object-uuid>", "Button=Say Hi=SAY{Hello, world}" );

For deleting a button from the OPTIONS menu, there is the shortcode DELBUTTON{}:

DELBUTTON{Help me}

e.g. osMessageObject("<object-uuid>", "DELBUTTON{Say Hi}" );

Buttons with arbitrary-string codes can also be created. This is meant to be used for sending messages to other scripts. The syntax is:

Button = Send code = MyCodeIsHere

When pressed, the button will send a link_message as follows:

llMessageLinked(LINK_THIS, 0, "MyCodeIsHere|<current-user-uuid>", "<uuid1>|<uuid2>|...");

The API command GETSTATUS can be used to retrieve the current state of the SFposer object. Send the string GETSTATUS through dataserver or link_message to retrieve the status (Note this is not a shortcode so {} are not added):

llMessageLinked(LINK_ROOT, -1, "GETSTATUS", ""); or osMessageObject("" , "GETSTATUS");

SFposer will respond a link_message or dataserver message respectively, with a string containing the current state of sfposer:

osMessageObject("", "SFSTATUS|||||||,,...");

EVENTS

SFposer sends link_message notifications to the root prim for any significant event. You can listen to those events by creating addon scripts. The names of the link_message events are the same as the ones used by PMAC.

This is the list of events that are sent:

  • GLOBAL_ANIMATION_SYNCH_CALLED
  • GLOBAL_NEXT_AN
  • GLOBAL_NEW_USER_ASSUMED_CONTROL
  • GLOBAL_SYSTEM_RESET
  • GLOBAL_START_USING
  • GLOBAL_USER_SAT
  • GLOBAL_USER_STOOD
  • GLOBAL_SYSTEM_GOING_DORMANT
  • GLOBAL_NOTICE_ENTERING_EDIT_MODE
  • GLOBAL_NOTICE_LEAVING_EDIT_MODE
  • GLOBAL_STORE_ADDON_NOTICE
  • GLOBAL_EDIT_STORE_TO_CARD

Look into the source code to see the arguments sent with each event. The events are sent via llMessageLinked() to LINK_THIS (the root object), with numeric Value=0. The 'key' argument is replaced with a concatenated list of the currently sitting avatar uuids (Just like PMAC). An example of the event messages sent out is:

llMessageLinked( LINK_THIS, 0, "GLOBAL_USER_SAT|0|1111-111-111", "111-111-111|000-000-000|000-000-000" );

Triggering Shortcodes with Event Filters

SFposer allows you to define trigger Shortcodes{} when a specific event is fired using OnEvent configuration lines. This allows addon-like behaviour without using additional scripts.

The Event filters are defined in the .SFconfig notecard as follows:

OnEvent = <Event filter> = SHORTCODE{} SHORTCODE2{} ...

is replaced with the part of the of the event string that is to be matched.

Example: When the first user sits on the object , it emits the event "GLOBAL_USER_SAT|0|<user-uuid>"

The following OnEvent filter looks for the substring "GLOBAL_USER_SAT|0", and triggers the shortcode SAYCH:

OnEvent = GLOBAL_USER_SAT|0 = SAYCH{0; Hello, first user}

The different events contain different kinds of information in their event strings. It is possible for example, to use the the event string to trigger a shortcode when a specific avatar position is being filled or emptied. It is also possible to trigger a shortcode when a specific user-id sits on the object. Examples:

OnEvent = GLOBAL_USER_STOOD|3 = SAYCH{0; Goodbye, user 3}

OnEvent = GLOBAL_USER_SAT|0|2ae39a9c-13  = SAY{Hello, %USER00, i recognized you sitting in first position}

OnEvent = GLOBAL_SYSTEM_GOING_DORMANT = SAY{Thanks for using me}

LIST OF .SFconfig NOTECARD OPTIONS

The following configuration options are supported in the .SFconfig notecard:

  • allowRemote=0 or 1, 2,3,4 . Controls who can access the menus. See above for details

  • autoTimer=90 Set the auto-timer (seconds)

  • defaultGroup=Sit Name of the default menu when a user first sits in the object

  • adjusterStep=0.03 Set the adjustment step (in meters) for the ADJUST menu (X-, X+ etc)

  • mainMenuTitle=Hello users Set a custom message to show in the MENUS dialog instead of the default

  • autoSwitchGroup=1 Automagically switch to a bigger or smaller size animation menu when more people sit on the object or when they stand up. The system will switch to the first available animation menu that can accomodate the number of sitters

  • showDialogOnSit=1 Automatically show the menu dialog as soon as the first user sits

  • showMenusOnStart=1 When first showing the dialog, show the list of Menus first, rather than the list of poses

  • showOptionsAgain=1 Show the Options dialog again after selecting an option from the Options menu instead of dismissing it. The user will have to click ignore to dismiss

  • allowSoloNpc=0 This forces the system to remove the rezzed NPCs when all humans have stood up (default is 1)

  • offsetPos=<x,y,z> Move all poses by the vector <x,y,z> , i.e. add a global position offset to all positions

  • offsetRot=<x,y,z> Rotate all the poses by the euler vector <x,y,z> (in degrees), i.e. add a global rotation to all positions

  • lockMenus=A Unlocked menus to all users (the default). Other options:

    • lockMenus=O Lock all menus to owner only
    • lockMenus=G Lock all menus to users who have activated the same group as the object
    • lockMenus=S Lock all menus until the owner has seated
  • lockSit=A Everyone can sit (the default). Other options:

    • lockSit=O Only the owner can sit
    • lockSit=G Only members of the same group can sit
    • lockSit=S The owner must sit first before other users can sit
  • Preset=Dumbbell=PROP{dumbbell;<0,0,0>;<0,0,0,1>} Creates a preset (shortcut to a series of shortcodes) that can be used in poses (See above)

  • Button=Hello=SAY{Hello} SAY{Hello again} Creates a button in the OPTIONS menu that executes shortcodes (See above)

  • OnEvent=GLOBAL_SYSTEM_GOING_DORMANT=SAY{Bye} Creates an event filter (See above)

In addition any number of shortcodes can be added to the .SFconfig notecard , one at a line. They will be executed every time the script is reset

OSSL PERMISSIONS

If you already have PMAC in your region, then you have already enabled all the functions that SFposer requires to operate

In case you need to update your .ini files here are some recommended settings. Depending on the opensim version, these need to be added either in config-include/osslEnable.ini or config-include/osslDefaultEnable.ini .

Allow_osGetNotecard = true
Allow_osMessageObject = true
Allow_osMessageAttachments = ESTATE_OWNER,ESTATE_MANAGER,PARCEL_OWNER
Allow_osAvatarPlayAnimation = ESTATE_OWNER,ESTATE_MANAGER,PARCEL_OWNER
Allow_osAvatarStopAnimation = ESTATE_OWNER,ESTATE_MANAGER,PARCEL_OWNER
Allow_osMakeNotecard = ESTATE_OWNER,ESTATE_MANAGER,PARCEL_OWNER
Allow_osNpcCreate = ESTATE_OWNER,ESTATE_MANAGER,PARCEL_OWNER
Allow_osNpcRemove = ESTATE_OWNER,ESTATE_MANAGER,PARCEL_OWNER
Allow_osNpcSit = ESTATE_OWNER,ESTATE_MANAGER,PARCEL_OWNER
Allow_osSetPrimitiveParams = ESTATE_OWNER,ESTATE_MANAGER,PARCEL_OWNER

SF POSER SYSTEM PARTS:

  • The .SFposer script
  • The ~positioner handle object
  • The ~baseAnim hip-fix animation
  • The .SFconfig configuration notecard (optional)

MENU NOTECARDS FORMAT

SFposer uses the same notecard format as PMAC. Each set of animations (menu) goes in its own notecard which is named with the following convention:

.menu0005A Dance Together

where

  • .menu : All pose notecards must begin with .menu
  • 00: Used for ordering of menus. Can be between 00-99
  • 05: Means this menu notecard contains poses for 5 avatars
  • A: Menu is for use by (A)ll. Can also be (G)roup or (O)owner, or (S) in which case the owner must sit first before the menu can be accessed by other users
  • Dance Together: The label shown in the button is "Dance Together"

You do not need to create your own notecards , as they are created for you automatically via the menus.

NOTES

  • Despite the name, SF poser is a generic animation controller and is not specific to SatyrFarm, i.e. it can be used for anything.
  • Thanks to Aaack Aardvark @ osgrid for beta testing

LICENSE

(c) 2020 Satyr Aeon

Licensed under GPL-3.0-or-later https://www.gnu.org/licenses/gpl-3.0-standalone.html

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