Re: [opensource-dev] Any possibility of playing animation b y uuid?
I think I see what he's asking for, and it would be NICE to be able to do that. Having a copy of the animation in prim-x does no good if your animation script is in prim-y I've been thinking for a long time that something like this would be nice tho... llStartAnimationAdv( string anim, integer loc, integer pri ); Plays the animation anim, located in the inventory of prim loc (link number) at priority pri (allow you to override the animation priority, -1 = what ever is in the animation) On Sun, Apr 17, 2011 at 3:54 PM, Latif Khalifa wrote: > On Sun, Apr 17, 2011 at 6:39 PM, Brandon Husbands > wrote: > > We cal already play sounds, do textures why cant we play a animation by > uuid > > via lsl / viewer. > > Viewer cannot "play" anything by asset id (at least I haven't seen UI > for such a feature). You probably meant LSL scripts, and that was a > conscientious decision not to allow it. > ___ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting > privileges > ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Adding Neck and Root Attachment Points
Absolutely, Positively. YES! As in yesterday. That video says it all. A long needed addition. On Sat, Jun 25, 2011 at 7:43 PM, Adeon Writer wrote: > That's a very common belief, and possibly why the neck attachment has > been missing for so long. But it's not the case: The neck is it's own bone > as is the "root" bone; as anyone who has created an SL animation can tell > you. :) > Here's a youtube video to explain my case: It shows the new Neck and Root > attachments being used, after I added this snipit of code: > > http://www.youtube.com/watch?v=Off7WNlfS3s > > id="39" >group="9" >pie_slice="1" >name="Neck" >joint="mNeck" >position="0 0 0" >rotation="0 0 0" >visible_in_first_person="true" /> > > id="40" >group="9" >pie_slice="2" >name="Bounding Box" >joint="mRoot" >position="0 0 0" >rotation="0 0 0" >visible_in_first_person="true" /> > > This is not something that is possibly simply by using an attachment we > already have, they are the missing bones. > > https://jira.secondlife.com/browse/VWR-26120 > > > True, though the neck is in a fixed location in relation to the chest and > spine. Adding neck-worn items has worked pretty consistently well using > those points. > > ___ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting > privileges > ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges