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Animation permissions on furniture, what do you recommend?


Izzy Stipe
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I'd make animations No Mod to prevent renaming them and having your scripting get messed up, if they were mod to you.

The animations permissions should match the permissions of your copy or transfer furniture or you will essentially sell furniture that is no copy no transfer.

Props must be copy and transfer so that people other than the next owner can use them if they must be given to someone to wear, such as a book to go with an animation that the avatar holds.  This may conflict with the license you hold to sell any third party full perm props.  Other props that just rez out when the animation is selected can be copy only for the next owner. 

Prim contents can be no mod without effecting the prims permissions.  If you make your prims mod then people can change textures and resize the furniture. 

So really it depends on what YOU as the creator want your customers to be able to do.  Should they have a copy to rez out if something happens to their furniture, or should they be able to resell it to when they get bored with it and want new stuff?

 

 

 

 

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Izzy Stipe wrote:

When adding animations to furniture is it better to leave animations as Mod, Copy, No Trans?

Or would it be better to leave them No Mod, No Copy, Trans?

If the furniture is copy/no transfer, set the animations to copy.

If the furniture is transfer/no copy, set the animations to transfer.

And, as Amethyst said, set them to no-modify in either case.

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"I'd make animations No Mod to prevent renaming them and having your scripting get messed up, if they were mod to you."

This creates more problems than it solves :)  When animations are activated via menu buttons created dynamically from animation names in the prim content, long animation names make the script either fail or display identical  menu buttons (*). This is easily corrected by customers if they can rename animations to shorter names but becomes unsolvable if the animations are no mod.

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(*) llDialog() method fails with an error message on debug channel if a button text is longer than 24 chars and if it is between 11 chars and 24 chars truncates to the first 11 chars.

 

 

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To give you an example, my dancing stations and other animating stations originally include only a few animations. The station owner can add any number of their own animations just by placing them in the station object' s content.  The animations menu is then created automatically from all animations in content. If the station owner purchased no-mod animations with long names they can't shorten names and the problem I first noted becomes accute.

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