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Old 08-21-2008, 01:31 PM   #1 (permalink)
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Animation Permissions

Whenever I come across examples of scripts for animations (such as simple poseball scripts), they always include a check for permissions, so when anyone tries to use them they get a 'permissions' dialog popping up.

All well and good.

However...most of the poseballs that I've used in SL (such as the ubiquitous dance poseballs) *don't* ask for permission -- they just work anyway. How do they do that?
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Old 08-21-2008, 01:38 PM   #2 (permalink)
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Quote:
Originally Posted by Ben Hoark View Post
Whenever I come across examples of scripts for animations (such as simple poseball scripts), they always include a check for permissions, so when anyone tries to use them they get a 'permissions' dialog popping up.

All well and good.

However...most of the poseballs that I've used in SL (such as the ubiquitous dance poseballs) *don't* ask for permission -- they just work anyway. How do they do that?
They actually do ask for permission in the script - animation permission is automatically granted if you sit on something. Clicking on it but not sitting on it does generate the permission dialog - that is why dance machines ask for permission, but the pose ball dances that you sit on do not. They are still scripted the same way - if your script did not ask for permission and someone sat on the item, it would not be able to animate them.
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Old 08-21-2008, 01:39 PM   #3 (permalink)
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Old 08-21-2008, 01:56 PM   #4 (permalink)
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Is it basically a catch put into place so scripters can't just automatically start animating avatars without the avatar intending it. Otherwise... you could invoke a sensor that would just start randomly animating avatars... come to think of it, that would be hilarious!
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Old 08-21-2008, 10:53 PM   #5 (permalink)
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Ok, but why when you use an MLP system does the avatar still need to give permission even when you are choosing "Sit" from the pie menu?

That annoys the bejezus out of me and is very confusing to users.
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Old 08-22-2008, 02:49 AM   #6 (permalink)
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That's because in that system, the poseballs are merely for positioning you, while the center base does the animating..since you are not sitting on the base itself, it needs to pop the dialog.

The core cause of this is, because unlike with sounds and textures that you can show and trigger via key, animations must be inside the object that wants to animate you.

A MLP without the permissions dialog would be doable if each poseball were to contain the whole set of animations.
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Old 08-22-2008, 08:52 AM   #7 (permalink)
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Oh, to be able to trigger anims by key...
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Old 08-22-2008, 09:35 AM   #8 (permalink)
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Ah, ok. Bummer. I've just started doing furniture with multi-animations and users get very confused because the animation permission pop up comes up under the menu dialog box and they don't know it's there and assume the furniture doesn't work.

The way it currently works is that you have to close the menu pop up, hit the animation permission, then open the menu back up. Painfully non-intuitive....

Once you know the sequence, it's easier, but for someone who's never worked with multipose, it is very awkward.
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Old 08-22-2008, 09:59 AM   #9 (permalink)
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Considering we have the ability to stop animations in the client, at this point they could at least make automatically giving animation permission a preference setting.
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Old 08-22-2008, 12:20 PM   #10 (permalink)
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Considering we have the ability to stop animations in the client, at this point they could at least make automatically giving animation permission a preference setting.
Are you trying to use logic with LL again?
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