MetaHarper Show Tools – Defining Movement Sequences for Avatars and Objects

Table of Contents

  1. Overview
    1. What is the MST Mover?
    2. Major Features
    3. Limitations
  2. How to Create a New Avatar Movement Sequence.
    1. What you need to get started
    2. Rez and Rename the MST mover
    3. Set the “Home” position
    4. Create a movement Waypoint
    5. Editing Position, Rotation, Waypoint Name, Movement Speed, and Wait Time.
    6. Adding more Waypoints
    7. Saving Waypoints
    8. Deleting Waypoints
    9. Re-ordering or inserting new waypoints into the middle of a movement sequence
  3. Basic Movement – How to test Your Movement Sequence
    1. Stopping and Starting Movement
    2. “Riding the Mover”
    3. Showing and Hiding Waypoints
  4. How to Control the MST mover using a chat command (Integration with third party choreography tools)
    1. Basic Chat Commands
    2. Integration Shortcuts with MST Performance Engine
    3. MST Performance Engine Animation Control
    4. Using MST Movers in a rezzer, such as the MST Performance Engine rezzer
  5. Group Playback – How to make many MST Movers start at once
    1. When to use group movement
    2. Creating a Group
    3. Starting Playback Using a Group Name
  6. Advanced Movement – How to Make Movement Timing More Precise
    1. What Causes Movement Lag?
    2. When to use “moveto”
    3. Moveto Example
  7. Advanced Movement Patterns – Other ways to use waypoints
    1. Movement Playback Segments.
    2. Movement Playback Loops.
    3. Using moveto with coordinates instead of waypoints.
  8. Addtional Features / HowTos
    1. How to Change the Message Sent when Avatars Sit on the Mover.
    2. How to Move Objects instead of Avatars
    3. How to Create a New Movement Sequence that is a Left-Right Mirror Image of an Existing Sequence.
    4. How to Show Connecting Lines Between Waypoints
    5. How to Hide Movers During a Show
    6. How to use an MST Mover with the MST Performance Engine
    7. Simple Animation Control of Riding Avatars, Without Using MST Performance Engine.
    8. How to Give Other Avatars Control of your MST Mover for Collaboration
    9. How to Import Movement Sequences from non-MST Movers
    10. How to re-request animation permission from MST Performance Engine
    11. MST Mover Chat Command Reference




1.a What is the MST Mover?

The MST mover is a single prim that is both a movement sequence design tool and a production-ready movement choreography tool in one.

It allows you define a series of movement waypoints that you can use to move both avatars and objects around your performance area in very precise, smooth, and repeatable ways.

This mover is especially  great for allowing your designed mover sequences to work collaboratively with others, even if you are offline.

1.b Major Features

  • Very smooth movement and rotation, even when you are zoomed in tight to parts of the moving avatar.
  • A “synchoop” tool that helps avatar animations stay synchronized with each other when your audience cams around the stage.
  • Movers rez in an immediate, ready to go state. No initialization, reseting, or waiting time is required.
  • This mover can allow movement to any waypoint, in any order. It is not restricted to a single playback path.
  • This mover can go anywhere within a single region. it’s not limited to size constraints.
  • This mover can allow scripted movement sequences even if you have not defined waypoints in advance.
  • This mover may be placed in different choreography groups while it is running, without having to edit notecards.
  • Allows sub-sections of waypoints to be looped in various ways.
  • No size limits on the movement path- can go anywhere within the same sim.
  • Allows extremely tight synchronization between movement, animations, and other timeline events.
  • You may allow or disallow other avatars to control the mover, even on the fly without notecard editing.
  • Allows specific waypoints to be named. This tactic can result in re-using waypoints for less memory, easier edits, and more readable timelines.
  • Allows animation choreography without HUDS or dialog permission boxes, when used with MetaHarper Stage Tools, event timelines.
  • Does not require a separate designer.
  • Commands work consistently with other MetaHarper Show Tools, like Camera control and rezzing.

This mover has been designed to work in places where the owner is not necessarily logged in or on the same sim, so the primary way you use it is via chat commands and blue dialog boxes. There is not a specialized HUD for it at this time.

1.c Limitations

  • Movement of objects only works with “convex-hull” type objects with the prim equivalent of less than 64.
  • Crossing sims on the MST mover may be unreliable


2.  How to Create a New Avatar Movement Sequence

2.a  What you Need to Get Started

Go to your performance area or work area where you can rez objects. You should insure you have a fair amount of space around you, and ideally no other MST movers left out within 100m.

2.b  Rez and Rename the MST mover

Rez your MST Mover on the ground. It will look like a green square. Rename it something to represent the avatar or object that you are trying to move. For example “arrehnmover” or “elephantmover”. Try not to use punctuation or spaces- this can make troubleshooting harder than it needs to be later.

After renaming the mover, either pick it up and rez it again or reset its scripts. Ensure that your new name shows up in floating text above the mover prim before continuing further.

2.c  Set the “Home” position

The MST Mover has a concept of its “home” location within a particualr region. Whenever it is told to start moving, it will go to this location first. Whenever it is told to stop (not pause) all movement, it will also return to its home location. To set the home location, move and/or rotate your MST mover to the place on the region you want it to start. Then, click it and choose “set home” from the popup menu. If you can’t click your mover you can use the chat command “/8 setmovehome arrehnmover” instead, with “arrehnmover” changed to whatever you have named your own MST mover.

Note: when you rez your MST mover, it will automatically set its home position to where it was rezzed. If you want the home to be some other location, follow the above procedure after rezzing. Setting a new home position will replace any older ones.

2.d  Create a Movement Waypoint

You’re reading to start creating a movement path! To do this you create a series of “waypoints” at a particular location, and facing a particular location. The mover prim will travel to these waypoints smoothly.

To create your first waypoint, click your MST mover and choose “New Waypoint”. You will see a horseshoe waypoint marker appear a short distance in front of your MST mover.

INFO: The color of the waypoint markers is randomly generated based on the name of your mover. As you create waypoints on the same mover, waypoints are slowly colored darker in a progression.

2.e  Set the new Waypoint’s Position and Rotation

You can right-click the waypoint and move and rotate it around your performance area. Place it in the location where you want to MST mover to move to, starting from it’s home spot, in a straight line.

If you have more complex movement paths in your mind, such as movement involving multiple steps, going around corners, going in curves, etc.. You will create these later by using a series of waypoints. However, for now just pick one single location, move your waypoint there, and rotate it is needed.

NOTE: You can move your waypoint up, down, or anywhere in the region.

NOTE#2: After you move your waypoint it may change color and tell you that it is “unsaved”. You can ignore this for now, we will cover saving in a later step.

2.f Edit Waypoint Name, Movement Speed, and Wait Time

Next you can optionally set some waypoint parameters. By default waypoints are given a generic name such as “Waypoint 1”. You can optionally rename them, this can move using them later easier in some cases. Rename a waypoint by clicking on it and choosing “rename” from the popup menu.

You can also set the “travel speed”.  Movement speed is a measure, in seconds, of how long your mover should take to travel from it’s last postion (in this case, the home) and the waypoint. The lower the number of seconds, the faster it will move. You can set the travel speed by clicking a particular waypoint marker and choosing “speed” from the popup menu. This is a value only used by Simple Playback mode, and the minimum number of seconds is 0.2.

Finally you can set the “wait time”. Wait time is a measure, in seconds, of how long the mover should pause after reaching this waypoint, before it moves on to anywhere else. Wait time is only used for Simple Playback mode.

2.g  Saving Waypoints

When you are happy with the way your waypoint is configured, click it and choose “Save” from the menu. Always make sure to save your waypoint marker before adding a new waypoint. When you save, you will see your waypoints briefly disappear and then return. This is how you know they were saved properly.

NOTE: This “save” is only a temporary save. It will last until the MST Mover’s inventory changes or its scripts are reset. To save your waypoints permanently, you should first save as usual by clicking on all unsaved waypoints and choosing “save”, then click the MST mover once and choose “Printmove”. This will print out a number of lines in nearby chat. This list will look something like this:


[08:31:57] WAYPOINT=home,<0.000000, 0.000000, 0.000000>, <0.000000, 0.000000, 0.000000, 1.000000>, 0.200000, 0.000000
[08:31:57] WAYPOINT=waypoint1,<0.000000, 0.000000, 12.630370>, <0.000000, 0.000000, 0.000000, 1.000000>, 1.000000, 0.000000
[08:31:57] WAYPOINT=waypoint2,<-0.687103, 0.000000, 0.906403>, <0.000000, 0.000000, 0.000000, 1.000000>, 8.000000, 0.000000
[08:31:57] WAYPOINT=waypoint3,<-0.780853, -0.493500, 4.047516>, <0.000000, 0.000000, 0.000000, 1.000000>, 3.000000, 0.000000
[08:31:57] WAYPOINT=waypoint4,<0.000000, -1.618942, 3.736115>, <0.000000, 0.000000, -0.972370, 0.233445>, 1.000000, 0.000000
[08:31:57] WAYPOINT=waypoint5,<2.004822, 0.025909, 2.606476>, <0.000000, 0.000000, -0.052336, 0.998630>, 2.000000, 0.000000

You should copy all of the lines that start with “WAYPOINT” into your clipboard, then open up the “~MOVELIST” notecard inside the mover, and paste these lines into the end of the notecard. Remove all previous WAYPOINT lines or lines that start with “<” following be lists of numbers. The mover will automaticallly load the new notecard as soon as you save it. After the notecard is reloaded, any waypoints shown will disappear. You can show them again by clicking on the mover and choosing  “Show waypnts” and they should all come back in the correct positions, proving that your notecard was saved correctly.

Note #1: You may notice that there is a waypoint at the beginning called “home” that you may not have added. This waypoint always exists, to mark the mover’s home position. Even if you leave it out of the notecard, it will silently be added back behind the scenes. This waypoint is not shown when showing waypoints because the floating text would interfere with the mover.

Note #2: You can optionally remove the timestamps before the “WAYPOINT” lines, but if you forget it is ok. The mover will ignore the timestamps.

2.h Deleting Waypoints

If you want to delete a waypoint, you can click that waypoint and choose “Delete”, or simply remove the line for that waypoint from your ~MOVELIST notecard.

2.i Re-ordering or inserting new waypoints into the middle of a movement sequence

If you want to change the order of waypoints, the only current way to do this is to rearrange to order of the waypoints in your ~MOVELIST notecard and resave it.

If you want to add one or more waypoints to an existing movement sequence, first add new waypoints by clicking the mover and choosing “new waypnt” as usual. Move and rotate those waypoints into position and rename them if necessary. Save then, and choose “printmove” from the MST Mover menu as usual. However, after pasting them into the ~MOVELIST notecard, re-arrange the order of the lines so that your added section shows up in the right place.

3.  Basic Movement – How to Test Your Movement Sequence

3.a  Stopping and Starting Movement

To see what your movement sequence will look like, you can use the mover to activate “Simple Playback Mode”. First, click your MST Mover and choose “Stop Move”. This will reset your mover to its home and is always a good practice to get into before starting a test. Next, click the MST Mover again and choose “Start Move”. You should see the mover begin to travel to each of the waypoints you have created, in sequence,with speeds and pauses that match the parameters you have set for each waypoint. When your movement sequence finishes, you can click the MST mover a third time, select “Stop Move”, and it should reset back to its home position.

IMPORTANT NOTE: The MST mover will NOT appear to move if you have it selected with the build tool. Make sure the mover is deselected before telling it to start movement.

At this point you can make adjustments to the waypoints as needed to satisfy your vision, such as increasing the speed of certain segments, adjusting the pauses, position, rotation, or adding more waypoints. Remember to “save” each waypoint after making a change, and remember to use “printmove” and save the new movement sequence into the MST Mover’s notecard when you’re happy with the waypoints.

3.b  “Riding the Mover”

You can have your avatar “sit” on the mover to ride it as it travels through it’s movement sequence. The is best done when the MST Mover is stopped and in its home position.

When you sit on the mover, your avatar will be prompted to attach a “synchoop”. This is an invisible hula-hoop like attachment that makes your avatar “wider”. This is useful for keepring your audience’s animations synchronized even if are caming around and briefly lose track fo where your avatar is. Accept the permissions dialog. Your MST MOver will also become invisible while you sit on it. This is normal. It will become visible again after you stand up.

If you have an MST Performance Engine nearby you may receive a second permission dialog box asking for animation control. You can accept this as well. We will talk more about this in the next section (4).

While riding a mover you may animate your avatar using your choreography tool of choice, including the MST Performance Engine, in order to make it appear that your avatar is walking, running, flying, or dancing around your performance area in sync with your movement sequence.

Note: If you need to stop the default MST Mover animation which looks like an angled stand with hand on hip, you can tell your choreography tool to replace or stop the animation called “waiting”.

3.c  Showing and Hiding Waypoint Markers

At any time you can hide the waypoint markers by clicking the MST Mover and choosing “Hide waypnts”. IF you want to make them visible again. click the MST Mover, choose “Stop Move” to ensure it is in its home position, then choose “Show waypnts”.

Is is normal for the waypoint markers to all share a similar color. The color of the waypoint markers will grow darker as the sequence of them increases, so you can visuallly get an idea of how their order.

Some people find it helpful to see particle trails that connect each waypoint to another, so you can see the pattern of travel. To see these, use the “Show trails” and “Hide trails” menu options when clicking the MST mover, similar to “Show waypnts” and “Hide waypnts”.


4.  How to Control the MST Mover using a Chat Command (Integration with Third Party Choreography Tools)

4.a Basic Chat Commands for Simple Movement Playback

Every action that the mover can perform via the blue dialogs, plus many more, can also be performed via chat commands. Chat commands are useful if you want the mover to be controlled by a choreography tool or HUD. Below we will list some of the chat commands that can used to trigger simple playback movement, similar to what you used to test in section 3.

To stop movement, returning an MST mover to its home position, you can use the “/8 stopmove arrehnmover”  command to send a stop command on channel 8. You should replace “arrehnmover” with the name of your specific MST mover object. You can type this into your nearby chat window if you are within 20m of your MST mover, or you can shout it if you are further away but within 100m, or you can add this command to your choreography tool of choice.  Below are some examples of how to use this chat command:

/8 stopmove movertest          (This will stop the movement sequence only for the mover named "movertest"
/8 stopmove dancergroup        (This will stop the movement sequence of all movers in group "dancergroup".
                                We will talk more about groups later. )

NOTE: If you are not familiar with a choreography tool, you can ignore this for now and come back after you have learned the MST Performance Engine’s timeline feature, or similar product.

To start movement, you can use the command “/8 startmove arrehnmover”, replacing “arrehnmover” with the name of your specific MST mover object, similar to how you stopped movement above.

/8 startmove movertest          (This will start the movement sequence only for the mover named "movertest"
/8 startmove dancergroup        (This will start the movement sequence of all movers in group "dancergroup".
                                 We will talk more about groups later. )

4.b Integration Shortcuts with MST Performance Engine Timeline

Full documentation on how to use the MST Performance Engine Event Timeline is here. If you are using MST Performance Engine Event Timelines, there’s a couple built in command shortcuts you can use to manage simple movement playback, in addition to the usual chat commands


This command will start the movement sequences on all MST Movers in the region that are configured to use the same venue as the MST Performance Engine. You can set a MST Mover to match a particular venue by editing its ~MOVELIST notecard and changing the VENUE=ALL line to “VENUE=YourVenueName”.


This command will stop all movement and reset MST Movers to their home positions. It will run on all MST Movers in the region that are configured to use the same venue as the MST Performance Engine.

4.c MST Performance Engine Avatar Animation Control

You can use the MST Performance Engine to manage avatar animations for avatars that are sitting on MST Movers. In order to do this, make sure that you have set the VENUE line in your MST Mover’s ~MOVELIST notecard to match the same venue you have set in your MST Performance Engine’s ~PACKLIST notecard, and MST Centerpoint’s VENUE_CONFIGURATION notecard.

If you do this correctly, when you sit on your MST Mover, you will get the usual permissions request to attach a synchoop, and a second permissions request to manage avatar animations. If you dont’ see this dialog, check that your venue settings are correct as described above. When an MST Performance Engine is successfully able to manage your animations, your avatar will briefly do a 1second shuffle as a visual cue that your animations are being managed by MST.

4.d Using MST Movers in a rezzer, such as the MST Performance Engine rezzer

The MST Mover is made to fully support being rezzed on demand, as part of an act, the same as any other prop that would show up on stage. It does not need long initialization times after rezzing, it’s ready to go. Packing your MST movers in your rezzer system is the recommended approach.

One reason for not packaing your MST mover in a rezzer would be if you have extremely poor internet connectivity to SL. If your internet connectivity is very slow or sporadic, it may take you too long to see the results of rezzing props and movers. If you have extreme internet connectivity issues, you may wish to leave your MST mover unpackaged, in its home position backstage somewhere.

5. Group Playback – How to make many MST Movers start at once

5.a When to use group movement

If you have more than one mover in an act that start at the same time, it can become cumbersome to send a seperate chat command to start each one. Each chat command takes a little time to send, so if you send too many move commands at the same exact period of time, it’s possible that this can cause detectable lag. To avoid this type of lag, you can put your movers into a group and then send a single chat command to start the group.

Use this group method when you have a large number of movers that either move in unison, or start moving at the same time.

5.b Creating a group

To create a group, first come up with a name for your group. The name should be one word, no spaces, no punctuation other than underscores, and short. For example “group1” or “chorus” would be good group names.

Next, for each MST mover you want to be in that group, edit that mover’s ~MOVELIST notecard and add a line such as:


Change “chorus” to whatever the name of your group is. It is possible, but rare, for the same mover to be in multiple groups. If you need to do this for some reason, use a comma to seperate your group names. For example “GROUP=chorus,dancers2”. When you’re finished, save the notecard.

5.c Starting playback using a group name

Starting playback using a group name is easy. Use the group name instead of the mover name in your chat commands. For example, to start all of the movers in group “chorus” moving simultaneously, use the following chat command:

/8 startmove chorus

Note that all your movers need to be in chat range to hear this command. Use “say” with this command if all your movers are within 20m of the stage center. Otherwise use “shout” with this command for a range of up to 100m. If your movers are further away from the stage center than 100m, use the “regionsay” chat method with this command.

6. Advanced Movement – How to make Movement Timing More Precise

6.a What Causes Movement Lag?

Movement sequences are affected by your region statistics. If your region is very busy, full of avatars and scripts, it is very possible for movement to take longer than it is supposed to. For example, if you have created a movement sequence that moves to five waypoints for a total movement time of 30 seconds, this may take longer on a busy region. It may take 31 seconds, or 35 seconds, etc. In general, the longer the sequence, the more of a drift effect.

This movement lag can make it very difficult to tightly choreograph avatar animations and effects that you wish to trigger at the same time as movement.

One way to compensate for this is to change how he mover plays back a sequence. Normally you would tell the mover to “start”, and it will take as long as it takes, and be affected by lag. An alternate “moveto” command can be used to tell the mover to move to particular waypoints at particular exact times. This method requires more chat commands overall, but in exchange for more chat commands you gain tighter timing.

6.b When to Use “moveto”

Use the “moveto” methods in the following situations:

  • When you need movement to perfectly match animations near the end or middle of your act, which might otherwise be affected by movement lag.
  • When you need to move from point A to point B near instantaneously, faster than 0.2 seconds.
  • When you want to wish to move to waypoints in a dynamic, changeable way that isn’t pre-programmed in advance. Waypoint order and movement speed can be changed on the fly.
  • When you regularly move to the same location and you’d rather use a single waypoint for it than have many waypoints on top of each other.

SPECIAL NOTE: When you use the “moveto” commands, the speed and pause times you defined for a waypoint in the sequence builder are both ignored. The speed you specify with the moveto command replaces the speed you set on the waypoint in the sequence builder. Instead of specifying a pause time, you simply wait the right amount of seconds before sending the next moveto command.

6.c Moveto Examples

You can tell your movers or groups to execute a “moveto” command by using the following chat command format:

/8 moveto mover_name waypoint_name travel_time

mover_name can be the name of your mover or the name of a mover group.

waypoint_name can be the name of any of your waypoints, such as “waypoint1” or similar. It is case sensitive.

travel_time is a number. It is the number of seconds the move should take to arrive at the waypoint. Larger numbers will result in slower movement. You can also leave this number blank if you want movement to be instant.


/8 moveto movertest waypoint1        (This will instantly move the mover named "movertest" to the waypoint named "waypoint1"
/8 moveto dancergroup waypoint1      (This will instantly move any mover in group "dancergroup" to their waypoints named "waypoint1"
/8 moveto movertest waypoint1 5.0    (This will move the mover named "movertest" to the waypoint named "waypoint1" slowly over 5 seconds.

Typically when using this style of movement you do not use the normal “startmove” sequence at all, but instead use pure “moveto” commands for each movement required.

7. Advanced Movement Patterns – Other ways to use waypoints

7.a Movement Playback Segments

You may optionally decide to use the Simple Playback Mode only a certain segment of your larger movement sequence, by specifying startWaypoint and endWaypoint arguments to the “/8 startmove” command. For example:

/8 startmove movertest waypoint2 waypoint5

(This will start the movement sequence only for the mover named “movertest” and perform the movement only from waypoints2 through waypoint5)

As with other startmove commands, you should specify a group or movername.

NOTE: You should move your mover to the desired starting location for the above sequence first, before using “/8 startmove…”. This can be done by using a moveto command if your mover doesn’t start at the correct place already.

7.b Movement Playback Loops

When using simple playback mode, you may optionally decide to play all or some of your movement sequence in a loop, by specifying either “loop” “rev” or “pingpong” after your “/8 startmove” command. For example:

/8 startmove movertest  waypoint2 waypoint5 loop

(This will loop the movement sequence between waypoint2 and waypoint5)

/8 startmove movertest  waypoint2 waypoint5 rev

(This will play the movement sequence between waypoint2 and waypoint5 in reverse)

/8 startmove movertest  waypoint2 waypoint5 pingpong

(This will loop movement sequence between waypoint2 and waypoint 5 back and forth.. first playing it forwards, then backwards, then forwards again, etc.)

7.c Using moveto with Coordinates instead of Waypoints

The “/8 moveto” commands described in section [3.2] are very flexible, and do not even require you to set up a waypoint ahead of time. You may pass position and rotation values directly with the moveto command, for example:

/8 moveto movertest <1.0,0.0,0.0> <0.0,0.0,0.0,1.0> 5.0

The above command would slowly cause the mover named “movertest” to slide 1 meter forward over the course of 5 seconds.  Most people will probably not use this functionality, but it can be very handy when the list of specific waypoints cannot be known in advance, or there are so many waypoints required that they cannot all be added to the ~MOVELIST notecard and fit into memory.

NOTE The position and rotation should be relative to the mover’s home position.


8. Addtional Features / HowTos

8.a   How to Change the Message Sent when Avatars Sit on the Mover.

When you first sit on the mover it will send you a welcome message in your chat. You can change this message by adding a line to your ~MOVELIST notecard that starts with “WELCOME=”. For example, you could add this line to your ~MOVELIST notecard:

WELCOME=Make sure to tell Chewie Quixote you're ready to go and set your home position here.

8.b   How to Move Objects instead of Avatars

By default, the mover is a good size and shape for avatars to ride. If you want to move an object instead of an avatar, here’s what to do.

First, turn off some of the special effects that only apply to avatars by adding these three lines in your ~MOVELIST notecard:


At this point you can make the MST mover transparent, resize it if needed, and link it it with the object you wish to move. If you link the mover to other objects keep in mind that the MST mover must be the “root” object, and that the prim accounting type should be set to “Convex Hull”, and the PE value should be less than 64.

8.c   How to Create a New Movement Sequence that is a Left-Right Mirror Image of an Existing Sequence.

It’s fairly common for people to want to make movement on the left of their performance area be a mirror image of movement on the right of their performance area. The MST mover supports this concept.

To mirror movement, first create the waypoints for the left or right side and save the waypoints to the ~MOVELIST notecard. Next, make a copy of the MST Mover and rename it something new. Finally, click the newly copied mover and choose the “Mirror” option from the pop up dialog. After doing this, print out the waypoints and re-save the new values to the ~MOVELIST notecard.

8.d   How to Show Connecting Lines Between Waypoints

Sometimes the path of the mover isn’t easy to see. If you are finding your eyes can’t find the mover path easily, even after rezzing the waypoint placeholders,  choose “Show trails” from the dialog menu. You can choose “Hide trails” to turn them off again.

This option will show the waypoints connected by particle trails. Note: Make sure you have particles enabled in your viewer to see them.

8.e   How to Hide Movers During a Show

Sometimes you may want to make the green MST viewers temporarily invisible.

To hide the MST Mover you can simply make it transparent, or pick it up. You also can send a special command to tell movers to hide themselves.

/8 hidemove moverName

You can use a group name instead of a mover name if you choose. This command is temporary– The mover will reset to its normal green state whenever its scripts reset or an avatar riding on it stands up.

8.f   How to use an MST Mover with the MST Performance Engine

The MST Mover is optimized to work with the MST Performance Engine. When using these two technologies together, there are a few tips to keep in mind:

  • Make sure to set your “VENUE=” line in the MST Mover’s ~MOVELIST notecard to the same venue name as in the MST Performance Engine’s ~PACKLIST. This is required for MST Performance Engine Director messages to work.
  • You do not need to wear an MST Camera HUD when riding an MST Mover. Camera functionality is already built in. If you do want to wear an MST Camera HUD for extra control or director messages, make sure to disable the MST mover’s built in camera control by adding a “@nocam” line to your ~MOVELIST notecard.
  • You can specify your movement groups in the MST Performance Engine’s ~EVENTLIST notecard and these groups will be sent automatically to each MST Mover each time the mover rezzes or an act starts. You may not need to set groups in each individual MST Mover’s ~MOVELIST, although it is safe to do so.
  • Use the built in ANIM commands of the MST Performance Engine to animate your avatars. You do NOT need to copy your animations into each MST mover.

8.g   Simple Animation Control of Riding Avatars, Without Using MST Performance Engine.

If possible, you should control avatar animations with the MST Performance Engine’s Eventlist or a third-party animation HUD, especially if you are animating more than one or two avatars at the same time. This provides the best performance and is required for animating large numbers of avatars at once.

However, if you have a very few number of avatars to animate, it is possible to control animations of avatars riding on the MST Mover without using the performance engine or a third party HUD. This is useful for quick and simple tasks.

To control animation you should first copy all the animations you wish to use into the inventory of the MST Mover.

Then, to trigger an animation for an avatar riding on the mover, use the following chat commands. Where it says “yourMoverName” you should fill in your mover’s own name or optionally the name of a defined group the mover belongs to. Where it says “yourAnimationName” you should fill in the exact name of your animation to trigger.

/-532414166  ANIM:yourMoverName:yourAnimationName

You can stop animations with the following command:

/-532414166  CLEARANIM:yourMoverName

You can also start and stop overlay animations with the following commands. Details about how to use overlays and what they are for can be found in the MST Performance Engine Eventlist documentation.

/-532414166  OVERLAYANIM:yourMoverName:yourAnimationName
/-532414166  OVERLAYSTOP:yourMoverName:yourAnimationName

Finally, you can “precache” animations by clicking the MST mover and choosing the menu option. This will quickly run through all animations in its inventory. You can also trigger this via chat command with:

/8 precache yourMoverName

8.h   How to Give Other Avatars Control of your MST Mover for Collaboration

You may optionally allow other avatars to collaborate with you and send chat commands to your MST mover or make changes to waypoints. To do this add “ALLOW” lines to your “~MOVELIST” notecard with the names of the avatars you wish to share with. For example:

ALLOW=Arrehn Resident

Note: You can use full names, usernames, or UUIDs, but you cannot use “Display Names” because Display Names are able to be impersonated. Make sure the spelling and capitalization is exact, and if the avatar you are sharing with doesn’t have a last name make sure to add “Resident”.

In addition to adding this line, you may need to check the “share with group” box in the viewer build window for your MST mover, and/or grant “allow object rights”  to your collaborators, in order to allow the avatar to make direct edits to your ~MOVELIST notecard.

8.i   How to Import Movement Sequences from non-MST Movers

You may remove all “WAYPOINT=” lines in the MST Mover’s ~MOVELIST notecard, and instead replace these with the section of a Spot On(tm)  mover notecard  between “#BEGIN NOTECARD” and “#END NOTECARD”. For example you can paste the following:

 <0.000000, 0.000000, 12.630370>, <0.000000, 0.000000, 0.000000, 1.000000>, 1.000000, 0.000000, 1, 0,
 <-0.687103, 0.000000, 0.906403>, <0.000000, 0.000000, 0.000000, 1.000000>, 8.000000, 0.000000, 1, 0,
 <-0.780853, -0.493500, 4.047516>, <0.000000, 0.000000, 0.000000, 1.000000>, 3.000000, 0.000000, 0, 0,
 <0.000000, -1.618942, 3.736115>, <0.000000, 0.000000, -0.972370, 0.233445>, 1.000000, 0.000000, 1, 0,
 <2.004822, 0.025909, 2.606476>, <0.000000, 0.000000, -0.052336, 0.998629>, 2.000000, 0.000000, 0, 0,

into your ~MOVELIST notecard, save it, and this will initialize waypoints. You may then wish to permanently print out the waypoint list by clicking the mover and selecting “Print move”, which will convert the values above to lines where you may rename the waypoints. Remove the lines you added above and replace them with the waypoint printout from “Print Move”.

Do not copy any ohter Spot On(tm) notecard configuration, such as lines that start with “@”.

This method lets you use the Spot On(tm) designer to create paths, if you like, but then run them with MetaHarper Show Tools interactive stages.

Spot On is a trademark of Martin Yeats and is not associated with MetaHarper Show Tools.

8.j  Re-request animation permission dialog from MST Performance Engine.

If you’re in a high lag environment and for whatever reason you did  not receive the usual animation request dialog when you sat down on the MST mover, you can request another dialog with the command:   /8 moveranim <movername>. For example: “/8 moveranim arrehnmover”.

This command will send another animations permission request dialog to whichever avatar is sitting on the named mover.

Note: If the MST performance engine has already accepted permissions from that avatar, it will not send another request.

8.k  MST Mover Chat Command Reference

Anything that can be done in the blue dialog boxes can be triggered by a chat command. The following lists the current possibilities.

How to read the syntax:

< >  means “this parameter is required”, and you do not have to type the “<” and “>” characters.
[ ]     means “this parameter is OPTIONAL”, and you do not have to type the “[” and “]” characters.
<something>|<somethingelse>    means that you can choose EITHER the “something” parameter, or the “something else” parameter, but not both at once. You do not type the “<“, the “|” or the “>” characters.

startmove [<mover_name>|<group_name>] [start_waypoint] [end_waypoint] [loop|rev|pingpong]
stopmove [<mover_name>|<group_name>]
pausemove [<move_name>|<group_name>]
moveto <mover_name>]|<group_name> (<pos> <rot>|<waypoint>) [seconds]
newwaypoint [movername]
printmove [<mover_name>|<group_name>]
setmovehome [<mover_name>|<group_name>]
hidewaypoint <mover_name> [waypointname]
showwaypoint <mover_name> [waypointname]
deletewaypoint <mover_name> [waypointname]
newwaypoint <mover_name>
precache <mover_name>
camon <mover_name>
camoff <mover_name>
hidemove <mover_name>|<group_name
moveranim <move_name>

You may see the above like by typing “/8 helpmove