Re: [opensource-dev] Any possibility of playing animation b y uuid?

2011-04-17 Thread Ilana Debevec
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.
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Re: [opensource-dev] Adding Neck and Root Attachment Points

2011-06-25 Thread Ilana Debevec
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.
>
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