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Take away restrictions for custom gestures

Ora Forti
Registered User
Join date: 1 Jun 2006
Posts: 3
07-29-2006 18:56
Now, please stop me if I'm way out of line here.

I've come to understand that you can't create a gesture within SL using an animation bought in game that doesn't have full rights (copy/mod/transfer). If any of these are missing, the animation wont show up in the drop down menu when you create a gesture.

Is it unreasonable that animations you buy in game should be able to be implemented in gestures, regardless of the animation properties?

Surely there must be a rather easy way to work around this? I mean, all you do is putting the animation you just bought to use!
I was suggested animation overriders, but a lot of the charm gets taken away from animations when not bound to a trigger word.

Just my five cents. Comments?
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
07-30-2006 05:21
I agree, if you use a no-transfer or no-copy animation in a gesture, then the gesture should become no transfer, or no-copy as appropriate, since transferring it would break it anyway.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
07-30-2006 09:21
I think the issue is that making the gesture "no copy" wouldn't help, since you could always give it away (or sell it) then make a new one... so it would make "no copy" animations sort-of copyable.

The logic behind "no transfer" is a little less obvious. It's probably just an oversight.

Here's a workaround. Put a script like this into a prim along with the anims:
CODE

default
{
state_entry()
{
llListen(66,"",llGetOwner(),"");
}
on_rez(integer p)
{
llResetScript();
}
listen(integer channel, string name, key id, string message)
{
llStartAnimation(message);
}
}

Then you could make a gesture to generate the string "/66AnimationName" to play the animation from this listener.