I found another way to get the LLUUID for a gesture, though I can't be sure its 
correct.  If you go to the properties of the gesture in your inventory, there 
is a "copy ID" option, or somethign along those lines.  If you do that and then 
paste it somewhere, it prints it out as a string like 
"04608b19-1668-399c-5790-b7df8d9dc9cf".
 
I took a look at the LLUUID constructor that takes a string, and it looks like 
that ID should be valid.  Buuuuut, I tried injecting a packet with that in it, 
and I am not yet getting any animations fired =(
 
I filled out the packet like so:
 
Sender
-ID- ( the sessionInformation.agentID )
 
AnimationList Variable
-AnimID- ( the ID I got from copy/pasting )
-StartAnim- ( true )
 
I then sent it to the builder with AgentAnimation as the name, and injected it. 
 No dice.  I should note though, that I'm doing this from an edited ChatConsole 
project, within the ReadFromConsole() method.  I just wanted to see if I could 
get a wave to follow the chat message.
 
I noticed though, that the animation I'm using is technically a gesture.  Is 
there a difference between gestures and animations?  Can I only fire animations 
with this packet?  There's another save/load gesture section further down in 
the protocall, with an ActivateGestures packet, but somehow I'm guessing that 
isn't what I want...  Anyone see anything patently silly about the way I'm 
trying to do this?
 
Thanks again,
Mike

________________________________

From: [EMAIL PROTECTED] on behalf of John Hurliman
Sent: Thu 7/27/2006 2:33 PM
To: Development list for libsecondlife
Subject: Re: [libsecondlife-dev] Animations and packets...



Michael Kron (RIT Student) wrote:
> 
> Hello again,
> 
> So I thought I'd take John's advice and start looking into SLProxy, as that 
> does seem like what would be simplest for this project.  After some inital 
> trouble, I got it going and I found the ReadFromConsole() method in the 
> ChatConsole project. I also found the protocol.txt.
> 
> I took a look at the chatpacket blocks being built.  And I took a look at the 
> ChatFromViewer packet format.  And I let out a big "OOOOooooohhhh."  Now the 
> organization of blocks and fields makes sense to me.
> 
> So I'm finally seeing how I might do this.  But I do have a couple questions, 
> if anyone has a moment.  In AgentAnimation, there are a couple LLUUIDs, one 
> for the sender, and one for the AnimID.  I'm not sure what the sender 
> represents, is this for cases when someone or something in the world forces 
> you to perform an animation?  Since there's no "target" field or anything 
> like that, I can't quite complete the picture of how this packet would do 
> that...  But I'd guess that I'd want the sender to be myself, so maybe 
> "sessionInformation.agentID" would be an appropritate fill in for that field? 
>  As for the animID, how does one find the LLUUID's for the default gestures?
> 
> Thanks again for all the advice!
> 
> 
>  
> ------------------------------------------------------------------------
Yes, you want to put your own AgentID in that field. A lot of packets
from the viewer to the sim require you to put your AgentID in them, I
don't know exactly how the sim code works so I can't say why but it's a
common occurrence in the protocol. To get the gesture uuids from your
inventory you will need to parse through your inventory at login and
store a list of all the inventory items that are gestures. Someone else
could probably explain how to do this in detail better than myself.

John

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