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Specifying animations by key

Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
10-02-2009 07:14
I posted a JIRA for this a while ago, but it hasn't received any votes. Basically I would love to be able to specify an animation by its GUID rather than requiring it to be in the inventory of the item containing the script. Anyone else agree?

Here's the JIRA issue:
http://jira.secondlife.com/browse/SVC-4569

I mean, are there any known technical issues or potential exploits that justify why we can't already do this? I mean it can be done for notecards, sounds, and textures, why not animations?
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Lance Corrimal
I don't do stupid.
Join date: 9 Jun 2006
Posts: 877
10-02-2009 07:31
Because you can find out which animations someone else's AO is playing at any given moment...
...then put those UIDs in your own AO and *blam* you'd have a 4900L henmations AO for free.
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
10-02-2009 08:02
It's also dead easy to get texture GUIDs and apply them to any object you like via script. It's laughably easy to get at most assets with the aim of copying them, should all features be nerfed for that reason, and prevent legitimate uses in the process?
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jeaniesing Trilling
Loves to animate & script
Join date: 21 Oct 2006
Posts: 61
10-04-2009 14:18
as an animator.... yes....

my guess is that a well liked animator lobbied the Lindens more aggressively than the creators of textures did way back when
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Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
10-04-2009 16:50
When the animation functions were born, there was no interesting use for playing animations by UUID. There were no user animations, only the built-ins. By the time the user animation stuff was finished, SL had already become a very different place with in-world objects and L$ being bought and sold. The genie was kind of out of the bottle for other asset types.

Animations have properties that other scriptable assets don't really share, they operate on avatars instead of prims, and if you have just a single no copy animation, you can script it to work on any and every avatar in the sim (dance machines and chimeras do exactly that). Not adding call by UUID seems like a pretty fair tradeoff.