New LSL function that allows scripts to toggle an object’s Animesh property state at runtime. llAnimeshEnabled(integer enabled); ## Overview Currently, enabling Animesh on an object significantly increases its land impact, even when the object is idle. In contrast, a comparable non-Animesh object—especially one with well-optimized geometry and materials—can often remain at a land impact of 1. At the same time, Animesh animation itself is already fully script-driven. Functions like: llStartObjectAnimation(string anim) llStopObjectAnimation(string anim) llGetObjectAnimationNames() allow scripts to control animation playback dynamically. However, these functions only operate after an object is already in an Animesh-enabled state. This creates a structural limitation: creators can control what an object does, but not whether it needs to be Animesh at all at a given moment. ## How Animesh Currently Works Animesh objects function by associating a skeleton with a rigged mesh linkset. When a script plays an animation, the skeleton drives deformation of the mesh. Importantly: An object does nothing by default when set to Animesh Animations must be explicitly triggered via script The visual position of the mesh is driven by the skeleton and active animations, not strictly the object’s base transform This means Animesh is fundamentally an on-demand animation system , but it is currently forced to be always enabled at the object level , regardless of whether animations are playing. ## Problem There is currently no way to: Disable Animesh when no animations are running Return an object to a low land impact idle state Dynamically enable Animesh only when animation is required As a result, creators must choose between: Keeping Animesh permanently enabled (high land impact, unnecessary overhead) Building complex systems involving object swapping, rez/re-rez logic, or duplicate assets ## Use Case There is a strong need for objects that can dynamically transition between static and animated states. For example: A robot or pet that remains dormant until activated Creatures that only animate when a user is nearby Props that “wake up” briefly to perform an action Environmental elements that animate only during interaction In all of these cases, the object does not need continuous skeletal evaluation. ## Expected Behavior enabled = TRUE - Enables Animesh on the object - Allows use of llStartObjectAnimation and related functions enabled = FALSE - Disables Animesh - Stops all active animations - Returns the object to static mesh behavior - Restores lower land impact where applicable ## Benefits Land Impact Optimization Objects only incur Animesh cost when actively animating Performance Efficiency Reduces unnecessary skeletal evaluation on idle objects Cleaner Content Architecture Eliminates the need for duplicate objects or rez-based workarounds Better Alignment with Existing API Design Complements existing animation control functions by adding missing state control ## Additional Considerations State transitions should preserve: - Object transform - Linkset integrity - Script execution state Simulator safeguards may be needed: - Throttling or cooldown on toggling - Permissions checks to prevent abuse Documentation should clarify: - Effects on physics and collision - Bounding box changes - Interaction with pathfinding and attachments