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Object v. Texture Permissions

Rock Vacirca
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07-27-2009 04:59
I am at work, so I cannot try this right now to see what happens. Just curious (actually bored).

Create a cube. Texture two faces with a texture that is Copy only. Another two faces with a texture that is Mod only. Another two faces with a texture that is Transfer only.

Now set the object for sale at L$0.

Question:
What permissions can I set on the Object prior to setting it for sale?

Rock
Marcush Nemeth
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07-27-2009 05:02
Would the textures be no-mod/no-copy/no-trans to you or to the next owner?
Innula Zenovka
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07-27-2009 05:04
Can you apply to an object a texture that's not both mod and copy? I don't think so, unless you're doing it by script.
Couldbe Yue
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07-27-2009 05:15
it should be nct - very interesting idea.

to make nct usually I make the item no mod and then something like a script no copy and an animation no trans. That works so in principle textures should work too. certainly I've had no transfer textures on builds I've bought before and they've been fine.
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Qie Niangao
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07-27-2009 05:20
I assume the permissions are those of the builder, not next owner. If you texture a face with a no-transfer texture, a copy of that texture is inserted in the prim's contents. Because it contains a no-transfer asset, you can't set it for sale--those options are grayed-out.

You can apply copy/no-mod textures, and (AFAIK) can't apply no-copy/no-mod. Not sure about mod/no-copy.

If we're talking about the next-owner permissions on the textures, then sure, you can set it for sale with any permissions you want on the prim; the next owner doesn't get the texture assets, and can still do whatever permissions you give them on the textured prim.
Couldbe Yue
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07-27-2009 07:11
I know you can't put copy only items in a transfer box and give it to someone. I've never looked at what happens if you try to bypass it by setting it for sale.
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Void Singer
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07-27-2009 11:01
IIRC as long as the textures aren't in the prims inventory (just applied), the object does not develop new usage restrictions, regardless of the texture permissions in the creators inventory.
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Couldbe Yue
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07-27-2009 14:15
From: Void Singer
IIRC as long as the textures aren't in the prims inventory (just applied), the object does not develop new usage restrictions, regardless of the texture permissions in the creators inventory.


just tried it an you're right. I put one texture that was no copy and one no trans and it let me bounce it around a few avs without a murmur.

Also when it came back to me I checked the textures and found that the act of dropping a texture onto a prim actually only gives it the uuid as one of the textures when checked showed me the first instance of that texture in my inventory rather than the one with the restricted perms.
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Clarissa Lowell
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07-27-2009 17:29
Am fairly confused about setting perms too. I need to learn this before I try to sell things with perms on them. Right now anything I make is free. I'm still in practise mode. Might be there soon, but even then I will do freebies.

I do need to learn this though. I want to make all my own textures but might begin by using other people's and I don't want anyone to be able to steal them out of the object. So I need to learn how to set texture perms without affecting the perm of the object itself, too.

Phew.
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Rock Vacirca
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07-28-2009 00:26
From: Clarissa Lowell
Am fairly confused about setting perms too. I need to learn this before I try to sell things with perms on them. Right now anything I make is free. I'm still in practise mode. Might be there soon, but even then I will do freebies.

I do need to learn this though. I want to make all my own textures but might begin by using other people's and I don't want anyone to be able to steal them out of the object. So I need to learn how to set texture perms without affecting the perm of the object itself, too.

Phew.


It is a minefield.

Suppose you create a few prims and assemble them into a chair. This is clearly your creation, so far. Suppose you now texture the chair with two or three textures, that you either bought or got free from some legitimate texture sites on the web, but each texture is subject to a different license. You then add a script that is also free, but has certain restrictions on use in comments at the top of the script. You then add a sitting animation that is also free, but again subject to a particular open-source license.

You now set the chair for sale, No-copy, No-mod, Transfer.

Anyone now buying your chair sees you, and only you, as the creator (hardly fair on all the others who contributed via their textures, scripts and animations, is it?).

Suppose now you want to limit that chair beyond the SL permission system, and restrict the use of that chair to SL only, and not allow anyone to transfer it to an Opensim grid. On the other hand, suppose you don't care, or actively want your creation to start appearing on Opensim grids.

All these scenarios are crying out for something that goes beyond the SL permission system. In Opensim there has been talk among the devs about adding extra fields for others involved in the creation of a finished object. The suggestion that has carried most weight so far is a simple extra button that opens a built in read-only notecard that lists all the creators, the license used, and the final license for what the object can and cannot be used for.

This can be done right now of course, by adding a license notecard to the Contents of the object. But this really needs to be read-only.

Much to ponder,

Rock
Qie Niangao
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07-28-2009 01:56
From: Couldbe Yue
just tried it an you're right. I put one texture that was no copy and one no trans and it let me bounce it around a few avs without a murmur.

Also when it came back to me I checked the textures and found that the act of dropping a texture onto a prim actually only gives it the uuid as one of the textures when checked showed me the first instance of that texture in my inventory rather than the one with the restricted perms.
:confused: How can I paint a prim with a texture that's no-transfer to me without the prim getting that no-trans texture asset stuffed inside the prim, making it impossible to transfer the prim? (I can do it with a script and the UUID of the no-transfer texture, but... in the Build tool?)

(If this is about textures that are full-perm to me and only restricted perm to the next owner, then yeah, it works like that. But I thought Void was talking about perms "in the creator's inventory.";)
Qie Niangao
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07-28-2009 02:12
From: Rock Vacirca
The suggestion that has carried most weight so far is a simple extra button that opens a built in read-only notecard that lists all the creators, the license used, and the final license for what the object can and cannot be used for.
This is one of the reasons I'm hoping the current incarnation of grid interop will just die off. If we think the current permissions system is complex, this makes permissions completely intractable.

I really don't want to get a team of lawyers involved every time I'm thinking about shift-drag copying a prim, to study the sheaf of EULAs for every asset associated with that prim: each side's texture, any embedded animations, sounds, scripts, script-invoked keys, notecards, notecard-embedded assets, sculptmaps... etc... and finally the prim instance itself. That group's impatience with working through a standard that extends SL permissions appropriately for multi-grid interop is just abrogating their sole significant responsibility, and creates an inescapable minefield of future litigation.
Argent Stonecutter
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07-28-2009 02:26
From: Rock Vacirca
Suppose now you want to limit that chair beyond the SL permission system, and restrict the use of that chair to SL only, and not allow anyone to transfer it to an Opensim grid.
In that case you don't have to do anything. It is already a violation of copyright to transfer anything from Second Life to another grid without the creator's explicit permission. And, no, "full perm" does not constitute such permission.

From: someone
All these scenarios are crying out for something that goes beyond the SL permission system.
http://jira.secondlife.com/browse/SVC-701
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Couldbe Yue
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07-28-2009 03:37
From: Qie Niangao
:confused: How can I paint a prim with a texture that's no-transfer to me without the prim getting that no-trans texture asset stuffed inside the prim, making it impossible to transfer the prim? (I can do it with a script and the UUID of the no-transfer texture, but... in the Build tool?)

(If this is about textures that are full-perm to me and only restricted perm to the next owner, then yeah, it works like that. But I thought Void was talking about perms "in the creator's inventory.";)


the only way to get around the permissions system with textures is if you use a script.

I didn't think Rock was talking about that though, I assumed he was talking about creators restricting next owner perms.

The notecard thing is an interesting idea and certainly is in line with other purely digital products where copyright and usage is asserted. Although for a lot of component creators they already deliver a notice in the box when bought, which is probably the most sensible way to do it although I've not seen too many content creators do so with the final product - they seen to rely on the permissions system.

In this case I term those who produce items for inclusion in a built as a component creator - i.e. sculptie makers, texture makers, scripters. none of these items are designed to be stand alone or for direct consumer use.

Creators who use components are under no obligation to acknowledge where their components came from (just like rl) and from what I've seen down the years here are very unlikely to change that approach. For collaborative efforts then it is reasonable but most aren't collaborative.

The current approach appears to be that as long as the creator complies with usage and ensures that any restrictions are carried forward into their term of use then that's the best we could hope for. Policing that is the nightmare obviously because it requires DMCAs for unauthorised use.

let's face it, most consumers don't know, don't care or don't think to find out the usage restrictions on digital goods when they purchase them. The best way is for a permissions system but it still won't stop those determined to get around it - as the music industry amply demonstrates.
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Argent Stonecutter
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07-28-2009 03:51
From: Couldbe Yue
Creators who use components are under no obligation to acknowledge where their components came from (just like rl) and from what I've seen down the years here are very unlikely to change that approach.
Actually, things are a lot more complex than that in RL. Have a look at the copyright notices on just about any non-trivial software these days. For example, in http://support.microsoft.com/kb/306819 we see acknowledgments for:

Mark H. Colburn
The USENIX Association
The University of California (and its contributors)
Greg Roelofs
Hewlett-Packard
The University of Southern California
Luigi Rizzo
Phil Karn
Robert MorelosZaragoza
Hari Thirumoorthy
Massachusetts Institute of Technology
The University of Michigan
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Couldbe Yue
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07-28-2009 04:22
From: Argent Stonecutter
Actually, things are a lot more complex than that in RL. Have a look at the copyright notices on just about any non-trivial software these days. For example, in http://support.microsoft.com/kb/306819 we see acknowledgments for:

Mark H. Colburn
The USENIX Association
The University of California (and its contributors)
Greg Roelofs
Hewlett-Packard
The University of Southern California
Luigi Rizzo
Phil Karn
Robert MorelosZaragoza
Hari Thirumoorthy
Massachusetts Institute of Technology
The University of Michigan


True, but I always assume these were part of an acknowledgement of the collaboration rather than paid for services or goods - if that makes sense.

I have seen companies that use the collaboration as part of their marketing as a confidence/reputation booster or use mention previous customers for the same reason.

Dunno, this is all semi brave new world stuff we're talking about here. Is building a virtual aeroplane seen by people as on par with building a real one or is actually just a software plug in?

Interesting stuff
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Argent Stonecutter
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07-28-2009 05:01
From: Couldbe Yue
True, but I always assume these were part of an acknowledgement of the collaboration rather than paid for services or goods - if that makes sense.
These are terms on a license or contract. There are commercial products as well as open source ones that have acknowledgement clauses in their licenses. Microsoft, for example. One product I worked on we had no end of problems with our legal guys because we had to make sure that there was an acknowledgement of Microsoft's copyright on every possible path by which an end-user could install it.
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Clarissa Lowell
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07-28-2009 06:49
From: Rock Vacirca
Anyone now buying your chair sees you, and only you, as the creator (hardly fair on all the others who contributed via their textures, scripts and animations, is it?).


??

Anyone who's been in SL any length of time at all knows that isn't the case with most end products. Including those who sell their textures, animations, and scripts for use in manufacture.

My question was regarding stopping people from taking the texture OUT of the product. I'm not talking about a full perm freebie in that case.
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07-28-2009 10:23
From: Qie Niangao
:confused: How can I paint a prim with a texture that's no-transfer to me without the prim getting that no-trans texture asset stuffed inside the prim, making it impossible to transfer the prim?

you can't use the texture window.... instead you have to drag your copy of the texture to the face of the inworld object you want to texture, which applies it, but doesn't put it in inventory.
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Qie Niangao
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07-28-2009 10:45
From: Void Singer
you can't use the texture window.... instead you have to drag your copy of the texture to the face of the inworld object you want to texture, which applies it, but doesn't put it in inventory.
I just don't get that result with textures that are no-transfer to me. They always end up in the object's contents, unless I paint by script (which would presumably violate the permission, were I to transfer the painted prim).

[ETA: In the interest of full-disclosure, and not to be so lazy about firing up jira, I filed http://jira.secondlife.com/browse/SVC-3448 about this, last November.]
Rock Vacirca
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07-28-2009 12:52
From: Argent Stonecutter
In that case you don't have to do anything. It is already a violation of copyright to transfer anything from Second Life to another grid without the creator's explicit permission. And, no, "full perm" does not constitute such permission.

http://jira.secondlife.com/browse/SVC-701


Are you certain about that? Is this your understanding of copyright law, or are you quoting something in the TOS or CS? Do you have a link or reference?

Programs such as Second Inventory allow you to move objects to Opensim where either you are the creator or the object is full perm. If what you say is true then they should block the transfer of full-perm objects (as getting something in writing from an original creator cannot be made to work with software of this nature) and limit transfers to self-created objects only, and SL should ban their product until it does.

Rock
Couldbe Yue
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07-28-2009 13:09
From: Rock Vacirca
Are you certain about that? Is this your understanding of copyright law, or are you quoting something in the TOS or CS? Do you have a link or reference?

Programs such as Second Inventory allow you to move objects to Opensim where either you are the creator or the object is full perm. If what you say is true then they should block the transfer of full-perm objects (as getting something in writing from an original creator cannot be made to work with software of this nature) and limit transfers to self-created objects only, and SL should ban their product until it does.

Rock


that's like saying we should ban photocopies or printers because they all can be used to illegally copy books and things.

humans have to take responsibility sometime in their life and in this case it's with using these tools. As far as I can see the majority of the people in this world act responsibly and the DMCA process (no matter how deeply flawed it is for 3d worlds) is the recourse when people act in breach of copyright law.

I'm sure that builderbot thread has already thrashed these arguments to death
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Qie Niangao
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07-28-2009 13:09
From: Rock Vacirca
Programs such as Second Inventory allow you to move objects to Opensim where either you are the creator or the object is full perm.
Yep, using it that way is a violation of the ToS, specifically this grant:
From: ToS
You also understand and agree that by submitting your Content to any area of the Service, you automatically grant (or you warrant that the owner of such Content has expressly granted) to Linden Lab and to all other users of the Service a non-exclusive, worldwide, fully paid-up, transferable, irrevocable, royalty-free and perpetual License, under any and all patent rights you may have or obtain with respect to your Content, to use your Content for all purposes within the Service. [Emphasis mine.]
Otherwise, creators "retain copyright and other intellectual property rights with respect to Content you create in Second Life, to the extent that you have such rights under applicable law" with a few other narrow grants to Linden Labs specifically, for advertising and testing purposes.
From: someone
If what you say is true then they should block the transfer of full-perm objects (as getting something in writing from an original creator cannot be made to work with software of this nature) and limit transfers to self-created objects only, and SL should ban their product until it does.
Well... see the BuilderBot thread for that particular can of worms, dissected one squirming annelid at a time.

[Edit: Not really a violation of ToS--that was sloppy. Sorry 'bout that. It's rather that by agreeing to the ToS (or any SL permissions), creators grant no rights to third parties for any use outside the service.]
Argent Stonecutter
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07-28-2009 13:16
From: Rock Vacirca
Are you certain about that? Is this your understanding of copyright law, or are you quoting something in the TOS or CS? Do you have a link or reference?
Both.

Copyright is automatic, everything you create is born copyrighted. The only thing that allows LL to copy things within SL when you ask them to is the license grant in section 3.2 of the Second Life terms of service. Note the repeated use of terms like "in the Service" an "within the Service":
From: SL ToS
3.2 You retain copyright and other intellectual property rights with respect to Content you create in Second Life, to the extent that you have such rights under applicable law. However, you must make certain representations and warranties, and provide certain license rights, forbearances and indemnification, to Linden Lab and to other users of Second Life.

Users of the Service can create Content on Linden Lab's servers in various forms. Linden Lab acknowledges and agrees that, subject to the terms and conditions of this Agreement, you will retain any and all applicable copyright and other intellectual property rights with respect to any Content you create using the Service, to the extent you have such rights under applicable law.

Notwithstanding the foregoing, you understand and agree that by submitting your Content to any area of the service, you automatically grant (and you represent and warrant that you have the right to grant) to Linden Lab: (a) a royalty-free, worldwide, fully paid-up, perpetual, irrevocable, non-exclusive right and license to (i) use, reproduce and distribute your Content within the Service as permitted by you through your interactions on the Service, and (ii) use and reproduce (and to authorize third parties to use and reproduce) any of your Content in any or all media for marketing and/or promotional purposes in connection with the Service, provided that in the event that your Content appears publicly in material under the control of Linden Lab, and you provide written notice to Linden Lab of your desire to discontinue the distribution of such Content in such material (with sufficient specificity to allow Linden Lab, in its sole discretion, to identify the relevant Content and materials), Linden Lab will make commercially reasonable efforts to cease its distribution of such Content following the receipt of such notice, although Linden Lab cannot provide any assurances regarding materials produced or distributed prior to the receipt of such notice; (b) the perpetual and irrevocable right to delete any or all of your Content from Linden Lab's servers and from the Service, whether intentionally or unintentionally, and for any reason or no reason, without any liability of any kind to you or any other party; and (c) a royalty- free, fully paid-up, perpetual, irrevocable, non-exclusive right and license to copy, analyze and use any of your Content as Linden Lab may deem necessary or desirable for purposes of debugging, testing and/or providing support services in connection with the Service. Further, you agree to grant to Linden Lab a royalty-free, worldwide, fully paid-up, perpetual, irrevocable, non-exclusive, sublicensable right and license to exercise the copyright, publicity, and database rights you have in your account information, including any data or other information generated by your account activity, in any media now known or not currently known, in accordance with our privacy policy as set forth below, including the incorporation by reference of terms posted at http://secondlife.com/corporate/privacy.php.

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From: someone
Programs such as Second Inventory allow you to move objects to Opensim where either you are the creator or the object is full perm. If what you say is true then they should block the transfer of full-perm objects
Yes. A number of creators (particularly texture creators, who have been systematically ripped off) have made this point repeatedly, myself among them.
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07-28-2009 13:17
From: Qie Niangao
I just don't get that result with textures that are no-transfer to me. They always end up in the object's contents, unless I paint by script (which would presumably violate the permission, were I to transfer the painted prim).
I never end up with a texture in the 'contents' of the object unless I drag it to the contents tab or drag it to the object without actually being in 'texture' mode. If I have clicked the Texture circle and then click a single prim face and drag the texture to the face, it has never gotten added to the contents for me.
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