Gif2SL Studio 1.1.8 — Quick Start ================================== PLAY • CREATE • ANIMATE Animation textures and creator tools for the Second Life® virtual world 1. CHOOSE ONE OUTPUT FOLDER Use Output Folder — All Exports at the top of the application. Visual Media, Audio, and Batch Queue all use this shared destination. New queued jobs capture the folder and settings currently shown in the Studio. 2. PREPARE VISUAL MEDIA Open Visual Media and choose a GIF, animated WebP, APNG, animated AVIF, MP4, or WebM file. - Use Preserve Full Frame to keep the complete picture. Bands may appear when the source and texture cell have different shapes. - Use Zoom to Fill to remove bands with a centered crop. The image is never stretched out of proportion. - For MP4 or WebM, choose a Start and End range if needed. - For a separate MP4 or WebM alpha mask, assign it beside the source. White is visible, black is transparent, and gray is partially transparent. - Enable Create Fluid multi-sheet sequence when the video needs more than one texture sheet. Ten seconds is the recommended sheet-duration ceiling. - Enable Extract matching audio to WAV when synchronized sequence audio is wanted. The Source, Second Life Playback, and Texture Sheet previews show what will be exported. Choose Export Current Media, or Add Current to Batch. 3. PREPARE AUDIO Open Audio and choose a supported recording. The Audio Export Plan shows the number and approximate length of the resulting segments. Studio creates the fewest balanced mono PCM 16-bit, 44.1 kHz WAV segments at or below 29.9 seconds. Choose Export Audio Segments, or Add to Batch. 4. RUN A BATCH Open Batch Queue and add visual or audio files. New visual jobs use the shared Visual Media defaults displayed there. - Select one or more visual jobs, then use Apply Defaults to Selected if those existing jobs should take the current defaults. - Use Apply Defaults to All Media to revise every queued visual job. - Select exactly one queued MP4 or WebM to assign, clear, or invert its separate alpha mask. - Audio jobs use the established Audio export rules and ignore visual controls. Review the queue, then choose Export Batch Queue. 5. CHOOSE THE SECOND LIFE PLAYER Single texture sheet: Automatic_GIF_to_SL_script.lsl Put one animation texture, its optional matching sound, and the script in one prim. It starts and loops automatically. Fluid one- or multi-sheet sequence: Gif2SL_Fluid_Sequence_Player.lsl Use a three-prim linked object. Link 1 is the controller root; links 2 and 3 are identical overlapping screens. See Documentation\Gif2SL_Three_Prim_Player_Setup.png. Audio-only title or collection: Gif2SL_Audio_Only_Player.lsl Put the exported audio segments and the script in one prim. The script finds titles and their ordered segments from the inventory names. 6. PRESERVE THE EXPORTED NAMES The metadata inside each inventory name tells the player how to reproduce the export exactly. Do not remove or rewrite the .anim;... or .audio;... fields. For a Fluid sequence, upload every sheet from one sequence and either every matching WAV file or no matching WAV files. An incomplete sound set is disabled to prevent out-of-order playback. 7. READ THE DETAILED PLAYER GUIDE See Documentation\Gif2SL_Studio_LSL_README.txt for naming contracts, player controls, audio behavior, access controls, and detailed three-prim setup. 8. LICENSE, PRIVACY, AND OPEN-SOURCE NOTICES Earth Machina is the trade name under which D.L. Cunningham publishes Gif2SL Studio. Read LICENSE_AND_CREATOR_USE.txt for the application and creator script terms. PRIVACY_NOTICE.txt explains the application's local-only data handling. THIRD_PARTY_NOTICES.txt and OPEN_SOURCE_COMPLIANCE.txt identify the separately licensed software, corresponding-source offer, and relinking rights. Second Life, SL, and inSL are trademarks of Linden Research, Inc. Gif2SL Studio is not affiliated with or sponsored by Linden Research.