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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
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12-09-2004 17:20
Textures and sounds can be called by key. I would like to be able to call animations by key, so that it is not necessary to have them in an object's inventory.
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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12-09-2004 18:43
llGetAnimationList
you can get the GUID's with it. Was fun during the 1.4 preview stealing animation keys and trying to figure out how peoples sex animations worked... some of them still confuse me.
_____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river. - Cyril Connolly
Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence. - James Nachtwey
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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
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12-10-2004 21:27
I already have the key, I want to be able to trigger it from a script without it being in the object's inventory. Currently that does not work, I tried it already.
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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12-11-2004 13:07
What i'm saying is that *anyone* can get the GUID of any animation playing on any avatar in the sim. Adding this feature back would allow for animation theft.
_____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river. - Cyril Connolly
Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence. - James Nachtwey
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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
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12-12-2004 05:09
Hmm... you're right, I suppose. Maybe they will figure out something for that in the next permissions system.
It makes me wonder, though. If an object can't trigger an animation by its key, how did animation theft work in preview?
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Kex Godel
Master Slacker
Join date: 14 Nov 2003
Posts: 869
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12-12-2004 07:40
In the preview, you *could* trigger by key. They took that ability out when they realized rampant theft would occur.
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Trifen Fairplay
Officially Unofficial
Join date: 19 Jul 2004
Posts: 321
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12-12-2004 08:14
lol
damn them and thier learning curve! it's like some kind of evolving awareness!
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
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12-13-2004 06:01
I actualy stole the hard and stupid way, I turned on Animation Info in the debug, took screenshots of keys when they were played, then copied them down in notepad, copied and pasted into a script, then played it. It was a neat trick, but took me like 3 minutes to do it, when I'm sure others came up with script ways to do it in 2 seconds.  I would support this idea if they can somehow check if you are the owner of the animation through the key. I think currently it works because it checks if the animation is in the inventory by name, probably with some internal llGetInventoryList or llCheckIfAnimationInInventory. Heh.
_____________________
"Don't anticipate outcome," the man said. "Await the unfolding of events. Remain in the moment." - Konrad
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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
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12-13-2004 20:09
The way to do it, I think, is to see whether the animation is being called by a script that was created by the person who uploaded the animation. It would mean that people who sell animations would have to email .bvh anims to people who wanted to do this - buying an animation already uploaded to SL by someone else would not work.
Alternately, an animation, if modifiable, could have a flag to allow any script to call it. You couldn't protect it from being used by others, but at least you would not have to distribute it.
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