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Animation "keys"

Aaron Levy
Medicated Lately?
Join date: 3 Jun 2004
Posts: 2,147
09-19-2004 17:58
Do animation invetory items have keys?
Ace Cassidy
Resident Bohemian
Join date: 5 Apr 2004
Posts: 1,228
09-19-2004 18:01
EVERY item in an object's inventory has a key, but that doesn't always mean that you can find out what that key is. If you don't have copy permissions on the item in inventory, then llGetInventoryKey() will return NULL_KEY.

- Ace
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Aaron Levy
Medicated Lately?
Join date: 3 Jun 2004
Posts: 2,147
09-19-2004 18:06
That answered my first and my followup question. Now my follow-follow-up question. :)

If an animation is no-copy will I need to have a single copy of it for every simultaneous user to be animated by that animation? (i.e., if I create a 24-user dance machine I'll need 24 copies of the dance animation?)
Nick Fortune
National Alchemist
Join date: 30 May 2003
Posts: 74
09-19-2004 18:17
Im pretty sure you only need one copy of the anim. You have to have your script identify those who want to be animated then animate them with that one animation by requesting permissions. You'd just need to have one copy of the animation in the objects inventory.

just taking a stab in the dark, not exactly sure without looking at it.
Ace Cassidy
Resident Bohemian
Join date: 5 Apr 2004
Posts: 1,228
09-19-2004 18:19
You'll need 24 copies of the animation, in the inventory of 24 different prims, unless you have the key to the animation, in which case the animation needn't be in the prim's inventory. But, because of your original question, I'm guessing that this isn't the case.

- Ace
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Aaron Levy
Medicated Lately?
Join date: 3 Jun 2004
Posts: 2,147
09-19-2004 18:24
From: someone
Originally posted by Ace Cassidy
You'll need 24 copies of the animation, in the inventory of 24 different prims, unless you have the key to the animation, in which case the animation needn't be in the prim's inventory. But, because of your original question, I'm guessing that this isn't the case.

- Ace


Correct, and there's no way I'm going to spend $24,000 for a single dance.

Thanks for your help, Ace. Off to find people who sell copyable animations then.
Adam Zaius
Deus
Join date: 9 Jan 2004
Posts: 1,483
09-20-2004 02:35
You used to be able to get anims by key. But LL made a mistake.

llRunningAnims (or whatever it is), which returns the key of running anims. (hello anim stealing!), so LL disabled animation execution by keys. It's planned for a re-addition at a later date, last I heard.

-Adam
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GigasSecondServer
Sensual Casanova
Spoiled Brat
Join date: 28 Feb 2004
Posts: 4,807
09-20-2004 04:05
From: someone
Originally posted by Aaron Levy
That answered my first and my followup question. Now my follow-follow-up question. :)

If an animation is no-copy will I need to have a single copy of it for every simultaneous user to be animated by that animation? (i.e., if I create a 24-user dance machine I'll need 24 copies of the dance animation?)


you will need 24.
Francis Chung
This sentence no verb.
Join date: 22 Sep 2003
Posts: 918
09-20-2004 06:32
From: someone
Originally posted by Sensual Casanova
you will need 24.


Sensual,

You are incorrect. You will only require 1 copy of the animation.

If you place 1 copy of the animation in a prim, as well as 24 separate animation scripts, you will be able to animate 24 people simultaneously with the same animation.

Animation keys are only useful for doing 2 things:
1) Detecting if an animation is playing or not, through llGetAnimationList()
2) Stopping an animation via llStopAnimation().
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Sensual Casanova
Spoiled Brat
Join date: 28 Feb 2004
Posts: 4,807
09-20-2004 07:01
From: someone
Originally posted by Francis Chung
Sensual,

You are incorrect. You will only require 1 copy of the animation.

If you place 1 copy of the animation in a prim, as well as 24 separate animation scripts, you will be able to animate 24 people simultaneously with the same animation.

Animation keys are only useful for doing 2 things:
1) Detecting if an animation is playing or not, through llGetAnimationList()
2) Stopping an animation via llStopAnimation().


It was my understanding they did not allow you to do that with animations. Which if you can do that... isn't that sorta stealing? I mean if you purchase one animation... and use it to animate 24?
Aaron Levy
Medicated Lately?
Join date: 3 Jun 2004
Posts: 2,147
09-20-2004 07:05
Francis, the animation has to be in 24 different buttons (it's a homemade dance machine), and from my testing and reading up on animations and from what Ace helped me with earlier in this thread, I will need to get 24 copies of each dance I want the machine to control people with, because each button on the machine has a different inventory.

If I can get a copyable dance animation, then I might be able to put the dance animation in the parent prim of the entire dance machine and animation people using its key, but I have been unable to test that because for some reason, finding copy/no transfer dance animations is very hard, and I don't know why. Why would people protect their animations from copying if they cannot be sold? Why do they care if the person who bought the animation can make copies of it? They can't make money off of it -- like I could never sell the dance machine I'm making because I wouldn't have transfer rights to the animation in the inventory.

I would understand if animations were $100-$200 a piece. The dance animations I'm looking at at $1000 a piece, and I know few people who can drop $24,000 for something they cannot resell, and have no desire to resell.
MSo Lambert
Registered User
Join date: 16 Aug 2004
Posts: 101
09-20-2004 08:23
What about a setup similar to this (for no-copy animations)

- Buttons don't have the animation in their inventory
- You have a "main" prim, which contains the animation and 24 scripts
- When user clicks a button, use llMessageLinked to send a message to the the main prim.
- Each script responds to different "channel" (you can use the second argument of the llMessageLinked as a channel ID) and starts animating.

You could also use llListen/llSay combination instead of llMessageLinked, or have only one script respond to 24 different linked messages instead of having 24 separate scripts, etc...

Shouldn't this work?
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MSo
Francis Chung
This sentence no verb.
Join date: 22 Sep 2003
Posts: 918
09-20-2004 17:19
MSo is correct - that is a viable solution.

From: someone
Originally posted by Sensual Casanova
It was my understanding they did not allow you to do that with animations. Which if you can do that... isn't that sorta stealing? I mean if you purchase one animation... and use it to animate 24?


No, it is not stealing.

Having a copy of an animation grants one prim or person the ability to play that animation. Nowhere is that contract violated.
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Aaron Levy
Medicated Lately?
Join date: 3 Jun 2004
Posts: 2,147
09-20-2004 17:35
From: someone
Originally posted by Sensual Casanova
It was my understanding they did not allow you to do that with animations. Which if you can do that... isn't that sorta stealing? I mean if you purchase one animation... and use it to animate 24?


No. Because no one can own the animation but the person who PAID for it. In other words, if 10,000 people come through and get animated by that animation, none of them can leave with it, and it is still only owned by one person.
Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
09-20-2004 20:17
if stop and start animation excepted two keys. User, animation, and permissions were a list. It would be possible to have one script animate as many people as you like at ones. Unforchently it dosen't. :\
Nick Fortune
National Alchemist
Join date: 30 May 2003
Posts: 74
09-20-2004 23:19
Believe The Francis Chung! She's a super robot from the future.


Yeesh i need sleep.
Morgaine Dinova
Active Carbon Unit
Join date: 25 Aug 2004
Posts: 968
09-21-2004 04:30
From: someone
Originally posted by Nick Fortune
Believe The Francis Chung! She's a super robot from the future.

Hope she's not followed back here by a Terminator. :-))
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Francis Chung
This sentence no verb.
Join date: 22 Sep 2003
Posts: 918
09-21-2004 17:53
I am the terminator!

All your scripts are belong to us! :p
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Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
09-21-2004 23:51
What you say?
Nick Fortune
National Alchemist
Join date: 30 May 2003
Posts: 74
09-23-2004 23:21
From: someone
Originally posted by Kurt Zidane
What you say?


You have no chance survive, make your time.
Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
09-29-2004 04:07
From: someone
Originally posted by Aaron Levy
Francis, the animation has to be in 24 different buttons (it's a homemade dance machine), and from my testing and reading up on animations and from what Ace helped me with earlier in this thread, I will need to get 24 copies of each dance I want the machine to control people with, because each button on the machine has a different inventory.

If I can get a copyable dance animation, then I might be able to put the dance animation in the parent prim of the entire dance machine and animation people using its key, but I have been unable to test that because for some reason, finding copy/no transfer dance animations is very hard, and I don't know why. Why would people protect their animations from copying if they cannot be sold? Why do they care if the person who bought the animation can make copies of it? They can't make money off of it -- like I could never sell the dance machine I'm making because I wouldn't have transfer rights to the animation in the inventory.

I would understand if animations were $100-$200 a piece. The dance animations I'm looking at at $1000 a piece, and I know few people who can drop $24,000 for something they cannot resell, and have no desire to resell.


i did the same code and its the crappiest way

do your button only send a link message and put the real anim script all the 24 in the root prim this way you need only one anim