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Custom Animations to work from linked object set

Kris Ritter
paradoxical embolism
Join date: 31 Oct 2003
Posts: 6,627
06-16-2004 09:21
I understand the security reasons behind not allowing a custom animation to be called by key, but it somewhat cripples possibilities that it cant be contained elsewhere in the linked set.

Right now, if I want to make my dance machines work with custom animations, I would have to deploy the same custom animation to every single dance slot first so it is directly in the inventory of the button the dancer is using. That's going to be a seriously heavily loaded object....

Why can't I have them in the central object where everything else is stored and call them by key within the linked set? I can't see how there are any security issues with this, since the animations will still only be stored in the object for use with the object. But once, instead of 33 times.
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Bhodi Silverman
Jaron Lanier Groupie
Join date: 9 Sep 2003
Posts: 608
06-16-2004 15:19
I can't believe that this was implemented in this fashion - it cuts the legs out from under the coolest implementations of the new animation features!

I support this product and/or service.
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
06-16-2004 18:08
I too support this idea/feature.
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
06-16-2004 18:23
Because calling them by key when you can find out what animations someone is playing (by key) allows a person to 'steal' an animation, thereby rendering selling such things totally useless.

I think.
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
06-16-2004 18:32
Er, I missed the "by key" part of this (note to self, don't endorse things you read hafly). And yeah Moleculor is right.

I say just make it work how it does now, with calling of the name, but just make it work when only the parent has the animation in it.

This would require child prims to check the adults inventory though, not sure how that would work out.
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"Don't anticipate outcome," the man said. "Await the unfolding of events. Remain in the moment." - Konrad
Kris Ritter
paradoxical embolism
Join date: 31 Oct 2003
Posts: 6,627
06-18-2004 10:57
I think you're missing my point. Sure, if it was a generic call by key, then yes, you could steal anything from anywhere just like you can with textures etc.

But that isnt what I asked for, now is it? I asked for it to be possible to call it by key (or by any other damned method you feel like, really, I care not) IF IT IS IN THE LINKED SET. Hence the title of the post.

I feel very sure it can't be hard to implement a quick check on whether the animation exists in the parent object. or any other object in the set, really.

You call the key - if the anim is in the linked set, it does it, if it isnt, it reports an invalid call.

As it stands, if you want to make a vehicle with seats with custom anims, it's gotta be deployed to all seats individually. Which is bloody stupid and wasteful. So there.
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
06-18-2004 11:11
Can't you work around it with llMessageLinked and llGiveInventory?
Kris Ritter
paradoxical embolism
Join date: 31 Oct 2003
Posts: 6,627
06-18-2004 11:28
From: someone
Originally posted by Eggy Lippmann
Can't you work around it with llMessageLinked and llGiveInventory?


Yes, Eggy, I could. Have you seen the speed at which that works? A 32 av dance machine takes about a minute per animation to deploy and has to exist in the object 33 times. So, given 10 custom dances, which is what I intended to supply, I need a cool 330 anims in the inventories and half hour deployment per item. WHY?! That's just ridiculous.

And why is it any harder to make a simple check for an animation in a linked object than, say, to converse with another script and check if you have the relavent PIN to update its script?

I am not asking for anything that compromises security. I'm trying to make things more efficient for everyone who might use this function, so I can create some objects that use custom anims.

I was trying to innovate. Never mind.

When someone else discovers they need it, and they will, it'll be right back here on the features suggestion forums, won't it?

:p
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
06-18-2004 11:52
Jebus, half an hour? LSL is slower than I thought :)
I have fond *ahem* memories of me and Christopher Omega working on the LSL multidimensional array implementation, which had to be tested overnight due to the silly speeds at which LSL runs.