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 _______________________________________________ libsecondlife-dev mailing list libsecondlife-dev@gna.org https://mail.gna.org/listinfo/libsecondlife-dev
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