Am 17.04.2011 21:02, schrieb Brian McGroarty:
> If reference by asset ID is important enough that you'd want to work
> on it, lay out a proposal detailing what permissions could be baked
> into an asset at upload time, and how the permissions could be honored
> by all viewers. This would need to be done without the simulator
> process having to parse the asset. Eventually we'll want static assets
> served up on a CDN independently of the sim hosts, so it would be a
> liability if the simulator process needed to download animation
> assets.
I'd like to have this neat feature implemented, which would ease 
programming of multipose furniture and group animation tools.
If a script is in a task accompanied by animations, it should be able to 
call an LSL function like this:
key local_anim_key = llGetLocalAnimationKey(string inventory);

Once it has that key, it can pass it around to other scripts in the same 
simulator, either to poseballs or group animation client HUDs, which 
could then use the local_animation_keys like this:
llStartAnimationByKey(key local_anim_key);
llStopAnimation(string local_anim_key);

those local_anim_keys would be only valid as long as the task in the 
simulator exists. All local_anim_keys would be invalidated, when the sim 
is rebooted.

The permissions to animations would be the same like this, instead of 
requesting permissions from the agent to animate the avatar, the 
semantics would be permissions by proxy then, allowing an object, which 
can request permissions instead which would be automatically granted, 
either sitting or wearing.

A way to keep the local_anim_key consistent for the same asset would be 
preferable if possible. That way animations could be banned reliably.
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