#IP Law
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tim-official · 1 year ago
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after reading robert kurvitz's novel (supposed to be the first in a long series) and playing disco elysium (one of the most beautiful things i have ever experienced), and then seeing his studio and his life's work wrenched away by IP law, kept from him - i have zero respect for anyone who suggests that IP law could be expanded to help "protect artists from theft of their work" or any other vaguely-stated offence to your notions of artistic integrity. you should have no respect for this position either. it is an indefensible position. if you hold this view you are either 1) legitimately want to live in a world where all stories, all art, all expression is closed-source and gatekept by the moldiest, least-human lawyers that nintendo, disney, and universal music group can dig up or 2) you are a useful idiot for group 1. you cannot make this work
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toastedpopsicle · 1 year ago
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Imagine believing there's anything just about imprisoning someone over fucking video game clips. IP law is such flagrant violence and so fucking counterethical to the natural act of creation.
Remember that if you think ideas and images can be owned, you agree that violations of that ownership deserve the full violence of imperial carcecal systems.
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titleknown · 5 months ago
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I will say, a big part of my salt wrt the "AI" Art debate is that like...
...Well, I've hated the modern copyright/IP system for years before this, and in that time I've come across a lot of people who not only think the current state of copyright is good, but that it should be even more draconian.
Like, I have seen the arguments that derivative work is inherently lesser rather than its own millieu, that artists getting collective access to the work of generations is "cheating" and it being walled off is just fine.
I've seen arguments that copyright should be perpetual, from my college producing teacher no less, who's most major producing job was on one of the worst modern horror remakes ever (The Fog).
Hell, I've seen arguments that derivative works should not exist at all, for fear of diminishing the sacred rights of the author. The guy who did that chased me off the server I was on, so there's some extra bitterness there.
The point is, I've seen for years all of these shitty arguments defending modern copyright and wanting its reach to go further, and I see the big arguments against AI art and I see the fact that they're coming from that same ideology. Like, not even the broad strokes, but even the same specific arguments about "stealing" and effort, they're mirror images.
And I see that they're trying to and distressingly often succeeding in radicalizing people towards that same ideology, despite how we constantly see that ideology really fucking things over in stuff like the Internet Archive case or the various purges of fangame sites and piracy-preservation sites.
And it really pisses me off and makes me feel alone that people don't believe me when I tell them this, despite my long outspoken-ness on and knowlege of this subject, because my reach is less than the Realistic Pokemon Guy (Who's always been gatekeep-y, even over traditional art), an NFT bro-ette and a literal ex-RIAA ghoul...
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derpymule · 6 months ago
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Hey, I don't appreciate you saying what I believe without even knowing me. I'm Ancom, I don't believe Capitalism provides anything but starvation wages for anyone except the rich fucks at the top. However I am pointing out that while we are *stuck* in this situation, stealing from another artist, not some corporation but an artist, is kind of shitty and taking what they could possibly need to survive.
By your logic, Disney could take someone's artwork, copy it and make it their own, with no payment, no need to do anything. Said artist could be surviving paycheck to paycheck, barely scraping by, or not even surviving paycheck to paycheck, needing medical/financial help, and they're desperately trying to get commissions in order to get it. But hey it's just art and it didn't *steal* the original, right? So Disney shouldn't have to pay or do anything, right? That artist should just get fucked because they put all that work into something, and someone else came along, scooped it up, and just claimed it as their own. Personally I'd rather corporations like Disney didn't exist, but this is the world we currently exist in.
My counter is this: what exactly has the artist lost in this situation? Their followers will still know they made the work first, so there’s no loss there. People who would have found it will still find it, and if it’s posted online they’ll have proof to show those people that they made it first. It’s not like the copy entirely replaces the original, both exist and the original will remain exactly as popular as it would have been anyway.
But, there’s an added aspect. These days, if a corporation steals fanart or something, they get massively called out. The company takes a reputation hit and the original artist gains a massive following from the publicity the drama produces. This is, unequivocally, a loss for the copier and a win for the original artist, no copyright law needed. Now, why exactly do you think this wouldn’t happen in a world without copyright law? Companies may try to steal works, but they will basically always get called out on it. And even if they didn’t, they’re still introducing a large amount of people to that specific kind of art, people who may very well search for more of the same and find that original artist. And even if only something like 1 in 1000 people do this, those large corporations regularly get 10s-100s of thousands of engagements, which means 10s-100s of people redirected to this artist.
To follow up on that: is this not a huge gain for the community? If it’s art good enough that a large corporation is willing to associate it with themselves, that means it’s art that will enrich many people who see it. This would have been art only a few people saw, but now it will reach several orders of magnitude more people who may be inspired or encouraged. Imagine if the Mona Lisa, or any other incredibly influential work, had been made by a tiny artist with a negligible following. Would it not be far preferable if a larger artist, one capable of corralling a large audience, displayed it among their own work? Would that not be far, far better for the entire art world? Do you not wonder how much work, how many cultural shifts have been lost to time because a small artist was too protective of their work and so it died with them?
I should clarify, this still isn’t optimal. In the best case scenario, big corporations would take fan works and display them, but they would credit the original artist. And I personally believe this would be how it would generally go in a world without copyright law, out of fear of reputation hits if nothing else (it’s not like it costs corporations anything to credit). But my argument here is that even in the worst case scenario, where corporations “steal” art with absolute abandon, there is still no real loss to the original artist, in fact in most cases there is gain, and there is always gain for the wider community. There is literally zero downside to this scenario for anyone but the corporations themselves, who will lose their stranglehold over IP.
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greatwyrmgold · 6 months ago
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If superheroes and supervillains were real, a lot of them would commit trademark infringement.
You'd have gun-toting vigilantes using the Punisher's death-head iconography even if they didn't call themselves the Punisher, which a lot of them would.
By the same token, there would be a ton of petty supervillains in white makeup calling themselves Jokers, even if their makeup skills and cheap costumes did absolutely nothing to make them look more like The Joker than Bozo the Clown.
Local superheroes are gonna call themselves Spider-Man or Cyborg or Deku or Wolverine or whatever. What are the IP holders gonna do? File a cease and desist? Even odds that the cops are out for blood, or at least trying to arrest the local menace for some overblown charge.
And don't get me started on capes who steal their names from other capes that actually exist. Kid heroes who look up to Exampleman calling themselves Example Boy or something. Sleazy pros choosing a codename that implies association with a big-name hero who doesn't know they exist until they receive complaints from fans. Villains trying to murder each other over the right to call themselves the Crimson Reaper.
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cadyrocks · 1 year ago
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A short overview of Nintendo's recent stance on tournaments running their games:
fee for competing (including location fee) capped at $20 - say bye to tournaments run at convention centers, which is kinda moot anyways, because...
Maximum of 200 competitors offline, maximum of 300 online
Maximum payout of $5000, $10,000 per 12-month period per TO.
Sponsors are completely banned
You can't use character art or logos in your tournament's branding
Online tournaments have to use Nintendo's online services (RIP Melee/Brawl online play - Brawl technically has it, but nobody uses it because it's completely awful)
Your tournament may not "Include anything that damages the value of the Nintendo brand and Intellectual Property" - hello vague and threatening legal clause
Can't sell food, water (!!!), or merch at events
Commercial events require a direct negotiation with Nintendo - if you remember Smash World Tour, you remember how this tends to work out.
Can't use accessories/controllers not licensed by Nintendo (for example, controllers modded for accessibility purposes)
There's more, but that seems like the most important stuff.
Utterly disgusting shit.
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ecrivainsolitaire · 1 year ago
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Open Art Guild – Testing the boundaries of collective IP ownership
Experimental release: Dr. T’chem’s Office (authorised for personal and commercial use)
I’ll try to keep this brief (you can read the full thesis statement here) but as we all know, intellectual property law is broken. It’s being exploited from every side and art workers are more vulnerable than ever to automation, copyright theft and myriad other unforeseeable forms of theft from the proletariat. We as a collective need to come together and work towards the creation of a better future.
The Open Art Guild is my proposal for the first of many steps towards a far away but necessary goal: the eradication of intellectual property as it pertains to the arts. It’s based on the open source standard and the creative commons, and the goal is for us to start creating a future where we stop thinking of artworks as private property to hoard, and start sharing the responsibilities and the benefits of their creation with the collective. And as I am proposing the idea, I should give the first step.
Which is why I am announcing the release of my short story series, Dr. T’chem’s Office, into the Open Art Guild license. This is an episodic HFY comedy series about the office hours of a sleazy yet well intentioned xenoanthropologist in charge of human integration into the crew of a spaceship, who happens to find them fascinating. You can read the first few instalments here:
| Part 1 | Part 2 | Part 3 | Part 4 |
The basics of the license go as follows: I’m giving any artist permission to use the assets of my artwork (in this case, settings, characters, plot lines and other unique concepts) both for personal use and for commercial use, provided they commit to crediting the original artist, giving away 30% of any profit back to the hands of the collective in the breakdown the guidelines specify, and giving the same license to any works they create derivative from this series. Any artist can join the Guild by remixing existing artworks in its database or voluntarily submitting their own works. For the time being this prototype model will have to rely on the honour system, but I have outlined the basic guidelines for a platform dedicated to facilitating the Guild’s business and income redistribution.
The purpose of this experiment is to test whether this system is financially viable, what modifications it needs, and how to enforce it. It’s also a way to study what the community thinks of this model. To summarise the implications, here are the pros and cons as I see them.
Pros:
- All fan art, spin-offs, third-party merchandise and other forms of adaptation become automatically authorised and monetisable, provided both the original artist and the remixer are active members of the Guild.
- All adaptations are automatically non-exclusive and must give away the same rights as the original, diminishing the incentive for massive corporations to try and scam an artist out of their intellectual property.
- It effectively unionises freelance artists of all fields to balance out negotiations with non Guild entities.
- It encourages artists to continue their output in order to reap the benefits of the Guild, by using the redistribution system as an incentive, instead of the current status quo where artists are actively fighting market forces all by themselves in order to make enough time and resources to work on their craft.
- It provides a safety net where everyone is invested in the continuous welfare of everyone else, giving a sense of class solidarity and facilitating donations and shared resources.
- It motivates artists to invest in each other, as the growth of one means the growth of the whole Guild.
- Eventually, if the project succeeds and the proposed platform comes to exist, it would effectively create a universal basic income for all Guild members, as well as a self sustained legal fund to protect their assets from IP theft by non Guild entities.
- It will give you complete control over whether your art can be used for AI dataset training, on an opt-in, post-by-post basis, so you don’t have to wonder who might be stealing it. If the platform is created, all works whose creators have not authorised to be used for this will have data scrambling features to make sure thieves can’t use them.
Cons:
- It will require all Guild members to permanently renounce to 30% of their profit, in order to build up the funds and distribution system.
- It will have to be built entirely on trust of the collective, at least until a platform can be established, which may take weeks or may take decades depending on lots of unpredictable factors.
- Leaving the Guild will require all artworks shared with the collective to become Creative Commons; once you renounce your right to monopoly of your IP, it’s permanent, no way to go back. This is necessary in order to prevent asset flippers and other forms of IP scabs to join the Guild, extract other people’s assets and then scram.
- Due to banking regulations entirely out of our hands, some artists will have participating in the redistribution. If the platform ever becomes a reality, one of its main goals will be to remedy this immediately.
This proposal requires a high cost, but it provides an invaluable reward. If the system works, it will empower all artists to profit from their work and protect it as a collective. If it doesn’t, all that will have happened is that you will have created a lot of Creative Commons art, which financially isn’t ideal, but artistically is extremely commendable. Even in the worst case scenario, corporations will not be able to hold your art hostage with exclusivity deals. To me, the benefits vastly outweigh the costs, but I do want to emphasise: there will be costs. This is an effort to subvert the entire way art has been monetised since the 1700s. It will require a lot of work, a lot of people, and a lot of time, to make it work. But I believe it can work. If you believe it too, you are welcome to join the Open Art Guild.
Please do read the guidelines for the Guild and the guidelines for the platform before you start creating, and give me whatever feedback you have. If it’s good, if it’s lacking, if I’m overstepping legal boundaries, if you can find loopholes, anything. I tried to make it airtight but I’m not a legal expert. This is not my project, it is a project for the proletariat. Everyone should have a say on what they’re signing on for. And regardless of what you think, share it with all artists you can. This will only work if as many people as possible participate.
Doctor T’chem’s Office’s license
This work has been released under the Open Art Guild license, and has been approved for reuse and adaptation under the following conditions:
For personal, educational and archival use, provided any derivative works also fall under a publicly open license, to all Guild members and non members.
For commercial use, provided redistribution guidelines of the Guild be followed, to all active Guild members.
For commercial use to non Guild members, provided any derivative works also fall under a publicly open license, with the explicit approval of the artist and proper redistribution of profit following the guidelines of the Guild.
For non commercial dataset training of open source generative art technologies, provided the explicit consent of the artist, proper credit and redistribution of profit in its entirety to the Guild.
Shall this work be appropriated by non Guild members without proper authorisation, credit and redistribution of profit, the non Guild entity waives their right to intellectual property over any derivative works, copyrights, trademarks or patents of any sort and cedes it to the Creative Commons, under the 4.0 license, irrevocably and unconditionally, in perpetuity, throughout time and space in the known multiverse. The Guild reserves the right to withhold trade relations with any known infractors for the duration its members deem appropriate, including the reversal of any currently standing contracts and agreements.
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thecurioustale · 2 years ago
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Art Begets Art and the Law Should Respect This
I believe in the tradition of folk art, which is to say: Borrow liberally and lovingly.
It's a practice we've been mostly sterilized from embracing in our modern corporatist society, where all of the big-name, commonly-recognizable "IPs" are imprisoned behind layer after layer of obnoxious lawyers with nothing better to do than torment the innocent. It's a terrible thing, a deprivation of our cultural oxygen—a crime against art and ethics.
As an artist myself, I often have to thread the needle of building upon the inspiring works of others while still remaining within the letter of our outrageous IP laws. It's something I think about a lot.
In Galaxy Federal, for instance, I mentioned last time that the name "Galaxy Federal" was inspired, among other things, by the mention of the "Galaxy Federal Police" title screen of the original Metroid game. When I was settling on this title for my series, I also found that Galaxy Federal is the trademarked name of a bank. I spent considerable time and mental resources, years ago, to determine to my satisfaction that it is permissible under the law for me to use this title.
I have to do way too much of this bullshit, and I know it'll still be for naught: If I ever do become an even remotely successful author, I'm sure I'll be sued anyway, probably for something I never even realized was an "infringement" despite all my vigilance. Because, at the end of the day, for big corporations and for IP trolls, our IP laws are just a racketeering scheme—a side hustle. I mean, Best Western trademarked the word "seniority." If someone wants to sue you, they're gonna find a way.
I am not really a "from scratch" writer. I don't sit down at a blank page and just come up with prose from first principles. My art is almost always inspired by things that I experience in my life, or by the ideas that result from those experiences. Sometimes—frequently, even—my inspirations come from things that are copyrighted or trademarked. I have written in the past about the influence of the video game The Secret of Mana on me as a kid. Among many other inspirations, that game has a neat sandship in it, and that's why the desert easts of Relance are prevalent with sandships.
Over the years I've become a pro at reinterpreting IP-blocked inspirations into usable, original ones—both in terms of the legal research I've done and the skills I've developed at transforming an IP-blocked inspiration into something usable. I've also become more knowledgeable about what I can get away with quoting directly: Certain things cannot be copyrighted, and trademarks have a finite zone of applicability.
It's all a very needless and skill-intensive ballet to achieve something that should be directly accessible. Obviously, there do need to be limits. As an artist myself, I am keenly aware that I wouldn't want to have no special claim to my own work. But if I were to rewrite our outrageous IP laws—and over the years I have amassed considerable material for a book on this—I would make it vastly easier for artists and the public in general to "borrow liberally and lovingly" from the sources that inspire them. Our current IP laws are like a crime-ridden police state: The security is in all the wrong places and just doesn't work. We could relax the laws considerably without hurting artists, and potentially even tighten them in other respects to better combat trolls and thieves.
But in the meantime, here's my advice: Don't let it daunt you. Dance the friggin' ballet. Get good at transformation. Liberate intellectual property from its prison in spirit if not in substance. And, when you're fearless and/or sufficiently obscure, just straight-up pirate. I think society has a duty to reject unjust laws through word and deed.
I don't usually don my pirate's hat, but I do sometimes. When I published the Prelude in 2015, for a limited time I also published a free companion soundtrack consisting entirely of, gasp, copyrighted music. Nowhere is the horror of our modern IP laws more evident than in the realm of music. What I did was basically create a curated playlist, to help set the mood of the story. I don't know if anyone even availed themselves of that soundtrack, yet for me to license all of those pieces to make my limited-time links lawful would have cost me thousands if not tens of thousands of dollars! All for something that it's possible nobody other than me even listened to. That's a crime against art. And it's a crime against artists. Our draconian IP laws hurt small artists the most. If I had had thousands of fans, I'd have been able to pay to play—and I would have done so, or perhaps I would have spent the equivalent money to hire composers to write an original soundtrack. But, as a nobody-artist and a poor person, whose own Curious Score musical compositions are long in the making, the lawful avenues are all unassailably closed off to me. This too is an injustice, of another sort.
Doing the companion soundtrack was the right thing to do in the tradition of folk art. None of those other artists (or, let's be real, the corporate goliaths that hoard most of this "content" in their treasure-vaults) was deprived of a single penny; in fact that's one of the great lies of the IP lawyers and their corporate masters: Cultural interchange usually improves income for people whose work is quoted by others. Borrow liberally and lovingly—and give credit where credit is due.
That's the way it should be.
And, one day, that's how it will be again.
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cinema-hallucinations · 2 months ago
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Prompt: Create a movie concept set in an post-apocalyptic world the fall of human civilization was (somehow!) caused by overzealous copyright enforcement.
Secondary prompt: Adjust to fit into this background: The copyright enforcement system was designed to be impossible to shutdown. When the first corporation fell in the economic collapse, enforcers could no longer confirm whether the work or patent it supposedly owned could be reused (either via legit license or because of being in the public domain) and they just started destroying or erasing everything, including, for example, the people whose likeness was present in their own licensed portraits. Things rapidly escalated into total civilization collapse. Now the survivors must find a way to register all culture as public domain or be ruthlessly erased.
IPocalypse Now: Remnants of Culture
Logline: In a post-apocalyptic world where copyright enforcement has run amok, a lone survivor must navigate a landscape of intellectual property disputes and copyright trolls while searching for a way to register all culture as public domain and prevent further destruction.
Logline: DMCA was just the beginning.
Setting: The world has been ravaged by a series of "copyright purges," where automated enforcement systems, designed to be indestructible, seized control and began ruthlessly destroying any content deemed to be infringing on intellectual property rights. Cities have been reduced to rubble, libraries and museums have been emptied, and the once vibrant human culture is on the brink of extinction.
Characters:
Elias (30s): A passionate bibliophile and historian, Elias is one of the few survivors of the copyright purges. He carries a hidden database of cultural knowledge, determined to preserve it for future generations.
The Enforcers (various ages and appearances): A faceless army of drones and robots, armed with laser cannons and copyright infringement scanners. They continue to patrol the wasteland, relentlessly seeking out and destroying any unauthorized content.
The Resistance (various ages and backgrounds): A group of survivors who have banded together to fight the copyright enforcers and preserve what remains of human culture.
Plot:
Elias discovers that the copyright enforcement system has become corrupted. With the collapse of major corporations, the system can no longer verify ownership of intellectual property. As a result, it has gone haywire, destroying everything from art and music to historical records and even the likenesses of individuals.
Elias joins the Resistance, a group of survivors fighting to protect the remnants of human culture. Together, they devise a plan to register all existing cultural works as public domain, making them immune to copyright enforcement.
The journey is fraught with danger. The enforcers are relentless, and the Resistance must constantly evade their patrols and find hidden safe havens. Along the way, Elias encounters other survivors, each with their own unique skills and knowledge.
Themes:
The dangers of unchecked technology: The film explores the consequences of allowing technology to run rampant, particularly when it comes to enforcing laws.
The importance of intellectual freedom: The characters fight for the right to access and share information, emphasizing the value of human creativity and expression.
The resilience of the human spirit: In the face of adversity, the survivors demonstrate the power of hope and determination to rebuild a shattered world.
Ending:
Through a series of daring missions and strategic planning, Elias and the Resistance manage to register a significant portion of human culture as public domain. The enforcers, unable to distinguish between protected and unprotected content, are forced to retreat. The film ends with Elias and his companions standing amidst a newly established cultural archive, a symbol of humanity's resilience and the enduring power of ideas.
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gameshowtrainwreck · 4 months ago
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A step by step guide to making something with a niche application in Godot 4, as laid out like a cooking blog giving you a recipe (with art elements I've made for it)
A person has to have influences. Not just in who inspires them to create art, but who inspires them in their planning their avenues of attack, their planning, their sheer fuckin' gumption.  the utter balls they have to even show up after that nonsense they pulled last week. Nobody has ever said that about me, but life has a way of beating every last ounce of shame out of a person to the point where they feel there is the chance that could happen.
In my case, there are the people i think those who know me would say i would pick: people in game shows, people for whom 'bastard' has been an exclamation of both high praise and low curse. People like Jay Wolpert, for being perhaps the most experimental producer in an especially commercial genre (Whew, Shopping Spree, for attempting to make Trivial Pursit somehow exciting to watch instead of just to play); Bob Stewart, for being the man in the right place at the right time (one of those times was hearing Monty Hall tell him that old man goodson was looking for people); Reg Grundy, the aussie tv producer who would go on research trips to new york, spending the entire week in a hotel room with a copy of tv guide, a pen, and a composition book with a masking tape label bearing the caution of "original game show ideas do not steal" —and i am totally not hating on Grundy for that; IANAL but I've observed enough of it to make the opinion that you can protect how a game looks, reads, and sounds, but games are processes, and the intellectual property system here in the US does not protect the processes of baking a cake/formulating a fragrance/giving away merchandise to members of the general public according to arbitrarily set metrics presented as competitions of skill.
There have been at least two or three court cases where somebody *tried* to sue one show for being "too much like" another game show, but those what weren't settled out of court (most recently Tokyo Broadcasting System vs Endemol over Wipeout being too much like Takeshi's Castle), were dismissed outright (e.g. Chuck Barris vs Haim Saban, over the defendant's I'm Telling being too much like The Newlywed Game. The judge said nobody had a claim on inane bullshit and told all parties involved to stop wasting the court's time). Hell, it's the reason why Words With Friends was left unscathed (and eventually bought out) by Hasbro while Scrabulous had to shut down– Scrabulous danced a little to close of the “reasonable person” argument, in that there were actual ways people *could* confuse Scrabulous for Scrabble in that they used a similar board layout, similar scoring, etc.
But my influences extend beyond game shows, like film director/producer william castle, probably the most successful boilermaker hollywood could ever offer out of postwar america; there was a talk he gave to a college class. even though you might be able to tell in the speech that he felt somewhat disrespected by a class who knew him just from the movies he directed, he gave advice that stuck with me, even if the exact quote has peeled off in a couple of places in my mind from age: 'a producer is someone who is willing to step into any role in a project to see it through to completion.’ and I would say that's not just useful for having an understanding of how it all works, but it is incredibly important for a producer to learn patience, especially for anybody a producer works with. By learning how to edit, learning how to direct, and so on, you have an appreciation for the skills you're only just dipping your toes in; these are people who committed to that particular role and they are no less worthy of the patience, respect, and money that you would want for yourself for this.
Which has been why I've been learning Godot 4. That, and I am both too fucking broke to pay anybody else. Also there's the ifetime of neurodivergent trauma has made hyperindependence A Thing for me. That self-reliance, the rural Appalachian definition of it at least, is a Key Sign of Adulthood, and that an inability to do everything on your own is a choice of slothfulness. I can't ask people for help when I am still trying to figure out what it is I need help with. And if I hate being asked to help with no ready instructions on what to do, why would I want to put anybody else through the same thing?
So I try to learn it all and do it all. It's why a man in his 40s is just starting out in a career that most everybody else in his peer group are developing midlife crises over. It's why a man who has worked what was available hasn't been able to work what he wants to do, and why he still weeps at the end of the day over the years where it turned out he wasn't lazy or flawed or worthless, but had to work even harder just to get the same level of normal everybody else had no trouble managing.
I've also got in the habit of writing the stuff I've learned down, so if anybody else is looking to do the same thing, maybe they will have more time and energy to get to places I've not been able to find because I've had to do this, first.
So, if anyone is inclined/interested in making their own quiz projects, or just having a goofy little graphical element to represent a value within a game they are building, here's the workflow I've found so far for making trilons (the old fashioned flippy boxes like you see on $25,000 Pyramid) in Godot4:
(1) Make a new 3d scene. Add a new MeshInstance3D node to it, Look in the Inspector for the mesh just created > look for Mesh in the first entry > click the dropdown box next to it > select New Prism Mesh. Set initial mesh dimensions 1:0.866:1-- whatever changes made after this will keep things conforming to these initial proportions.
(2) find center mass: adjust it along your pivot axis by half of the height ( 0.866*0.5, or 0.433; look for inspector > transform > position > y-axis), then take that result and subtract the height, divided by 3 (0.433 - (0.866/3), or 0.144 in the same field)
(3) make your initial positioning; depending on where and how you wanna put it, the info i need to display on this is a maximum of three lines of text with some graphical highlights added. A landscape orientation will be what I need here. to that end, i set the rotation on the y-axis field to 90, so that only one face is visible to the camera when seen from the front. The pivot for its initial/"home" position itself will be done later.
(4) size it to spec; because we set the initial dimensions in step one, we can use the scale fields to size it to the specifications and still keep things equilateral. In the layout I've designed, I will need three of these, the faces of which being 295x95 pixels. Each face will need to be able to fit these proportions, so the x axis needs to stay at 1, the y-axis needs to be requested height divided by 100 (95/100 or 0.95 inspector > transform > scale > y-axis), the z-axis needs to be the width done the same way (295/100 or 2.95, next field over)
(5) create the controller; create a new Node3D, set the MeshInstance3D as a child to it. this will be what will have the animations attached to it later on. I renamed mine to 'controller,' because I lack an imagination at three-thirty in the morning.
(6) Set its starting position; change focus from the MeshInstance3D to its adoptive parent, bringing its fields up in the inspector. The default state needs to have one face as the only one being visible. The easiest thing I have found to do, especially considering the animations I need to set for this, is setting inspector > transform > rotation > x-axis to -90 degrees, as the animation player gets a little screwy if it tries to go beyond 360, plus or minus. it's a thing, i don't sweat it.
(7) Create the animations. Add an AnimationPlayer node to bring up the Animations panel, then choose the controller node. This will move the entire mesh by the center pivot we set earlier. 
You should notice a key icon in each heading of the transform section of the Inspector, that's for setting keyframes. Go to the Animation pane > click the "animation" button next to the greyed out dropdown box. In the menu that pops up, choose "new animation." 
(7b) For this, since I've got 3 faces on this (and it's possible to use more, it's possible to just have one plane, double-sided. I just figured a trilon was as good a starting place as any), there needs to be 3 seperate stops: from the 1st face to the 2nd; 2nd to the 3rd; etc. that's 120 degrees between each stop. For the first animation, I click the key under 'transform' (and it may ask you to confirm that you're starting a new animation track, it's okay). There should be a checkbox with the word 'rotation' and a dot next to the border of the timeline. 
(7c) Next, advance the animation shuttle (it's that blue stick that glides along the animation timeline whenever you hit the play button) to the other, accessable end of the timeline (it defaults to one second but you can change it), and then add 120 degrees to the x-axis rotation (should be showing 30 degrees). Click the key again to set the ending keyframe. Godot will now rotate the mesh from the position you gave it to start on to the position you gave it to end on. 
Repeat that until you've made animations moving along all three stops. A reset animation will be really handy here, as the default state will be showing a 'blank' graphic I made for this, so any time I need to introduce a new category with it, it will snap back to the ready state.
(7d, optional) I went ahead and made duplicate animations to speed up the rotation to make it seem a little more dramatic as mood dictates-- I went through and selected each animation from the dropdown box, clicked the animation button, and chose 'duplicate.'
it will ask you to give this duplicate a name, and I just attached the word 'snap' to it. I changed the overall length to .3 seconds, and adjusted the position of the ending keyframe on the timeline by clicking on the appropriate dot on the timeline, and changing the value for 'time' in the inspector to the end of the animation (.3).
Will I need to snap-flip whenever an ordinary category is played? Probably not, but I will need that snap-flip to happen if a modifier comes attached to the category (e.g. offering free picks at the board or doubling the value of the pot on a successful contract). I'd sooner have something and not need it as need it and not have it.
(8) Save the scene. 
As of right now, I admit this is only half-useful; I have the mechanics but no way of putting graphics on each individual face of this trilon. Trying to set a texture via the MeshInstance3D > Material > NewStandardMaterial3D > Albedo will just use that one graphic and stretch it across the entire mesh.
From what I understand, I will need to build a custom shader that will divide the face into three, and swap the individual graphics out as the state of play and game logic require. 
When I figure out how to do that, I'll put up what I did to get there.
For now, have a couple pieces of my poor craftsmanship:
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aerypear · 2 years ago
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TLDR on Fanworks legality
Fanworks are under Fair Use laws, these vary in countries. (Hint: It is your job to acquaint yourself with your Country’s variation of Fair Use laws.) 
Fanworks are not Public Domain. A piece must be within the Public Domain (have no active license holder due to ineligibility of copyrite protection or copyrite has expired) to be classified as such. The IP (Intellectual Property) is, usually, not in Public Domain. (Hint: it is your job to acquaint yourself with your Country’s variation of IP laws) Here’s a website that has Resources for Public Domain Materials.
Creational spin offs of Public Domain media can become new IP. However, would still need to be registered Copyrite to become Formal Intellectual Property protected under Copyrite laws. (Hint: It is your job to acquaint yourself with your Country’s variation of Copyrite laws.)  Example: Just because Beethoven’s songs are in Public Domain, does not mean I can go and use TSO’s ( Trans-Siberian Orchestra ) variations of Beethoven’s songs. TSO’s Beethoven creational spin offs are under Copyright © – Atlantic Recording Corporation & Copyright © – WEA International Inc.
Fans hold ownership to non IP elements in their Fanworks. This is under Fair Use laws and IP laws. 
The Licensed IP Owner does not have ownership of Fanworks. They only hold ownership over their IP such as Character Designs, Character Names, Location Appearances, Location names, and (sometimes) Plot. All is dependent on what the IP license Protects. Restrictions do apply. (Hint: It is your job to acquaint yourself with the IP restrictions of the Media you create Fan pieces of.)
It is theft of both informal and formal IP to use Fanworks to train AI without permission from both IP holders. (Hint: Copyrite Laws, Fair Use Laws, IP Laws.)
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titleknown · 4 months ago
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I feel like one of the most insidious lies copyright maximalists put into the public discourse is the idea that a world with less copyright would just be a more democratized version of our world of IP slop.
Rather than the truth that most of our cultural stagnation comes directly from that sort of bloated copyright terms because, hey, why create anything new when you can perpetually make money off the toll booth to work with the major cultural infrastructure that we call "legacy IP"?
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alicearmageddon · 1 year ago
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cadyrocks · 1 year ago
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We badly need IP law reform on so many levels, but the most obvious is abandonware.
If you aren't going to provide a First-Party source for your software, if you are not publishing that software any more, it is abandonware, and you have no business complaining when people find other ways of getting it.
If you aren't going to provide a first-party source for your hardware, if you are not making that hardware any more, it is abandonware and you have no business complaining when people emulate it.
If you aren't providing crucial security updates for your older software, it is an abandoned version and you have no business complaining when people fix it outside the bounds of your company.
If you are not providing updates or maintaining functionality on certain crucial types of software (say, anything biotech related), you have no business complaining when the state requires you to publish your code as open source.
Obviously you can argue for caveats to this. I'm not an IP lawyer, and even from my pro-piracy stance, I get that it could be a problem if, say, Guitar Pro 6 comes out, Guitar Pro 5 support ends, and as a result GP5 immediately loses IP laws. But the current way things work is, quite frankly, absurd.
IP law exists, as Cory Doctorow would put it, as a way to prevent your customers from acting in ways that benefit them at the cost of your shareholders. At the same time, companies are aggressively attacking attempts at cultural archives in the name of profits for products you can't even buy from them. Companies are sitting on mountains of "intellectual property" they aren't selling or using, often simply to ensure nobody else gets it. This is all totally fucked. And don't get me started on patent trolls.
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ecrivainsolitaire · 1 year ago
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The Open Art Guild Project: a proposal to empower collectively owned art
Over the last few decades we have seen the degradation of copyright, the blatant manipulation of intellectual property law in order to monopolise wealth and the exploitation of artists in favour of an economy of artistic landlordship: massive corporations holding the prole artist hostage to their increasingly unoriginal library of content produced not to encourage creative enlightenment, but to hold on to properties that ought to be already in the public domain. The capitalist owns the IP, so the capitalist keeps getting richer, while the artist is more and more oppressed, overworked, underpaid, scammed out of their rightful intellectual property, deplatformed, and automated away whenever possible. This is unsustainable, and the arrival of new technologies for digital art automation has overflowed that unsustainability to its breaking point. We cannot continue down this path.
The Open Art Guild is my proposal to remedy this. This proposal consists of two main parts: a copyright standard, designed for the fair distribution of income and the collective ownership of intellectual property; and a distribution platform, planned to empower artists big and small to profit from said intellectual property without being under the thumb of corporations or fighting one another under senseless infighting caused by bourgeois class warfare. The artist should not fight the artist over ownership of rights. The big artist should not see the small artist as a threat, nor should the small artist see the big artist as an obstacle to their own growth. Through mutual empowerment, both may prosper.
The Open Art Guild License
The Open Art Guild License is built upon the current Creative Commons 4.0 License. This license is irrevocable until the work qualifies for public domain according to all relevant legislations, provided that the artist remains a member of the Guild. In order to participate in the Guild, an artist shall follow the following precepts:
The artist shall only publish works under the OAG License that have licenses available to the public. This means public domain, open source, Creative Commons and works created by other members of the Guild. Works derived from privately owned media, such as fanart of intellectual properties not part of the Guild, shall be excluded from the Guild. If the artist did not have permission to use it before, or if the artist only has individual permission, the work will not qualify for Guild submission.
All works created under the OAG License shall be free to adapt, remix, or reuse for other projects, even commercially, provided that the artist doing so is also an active member of the Guild, that the projects derived from it are also under the OAG License, and that the artist follows through with their dues and obligations.
Whenever the format permits, the artist shall provide the assets used for the works in their raw form in a modular fashion, including colour palettes, sound assets, video footage, code, screenplays, subtitles, and any other elements used in the creation of their work, in order to facilitate their reuse and redistribution for the benefit of all other artists.
The artist waives their right to 30% of the total profit generated by works submitted to the guild, regardless of where it is published. This revenue shall be redistributed in the following manner:
10% shall be designated towards the maintenance of the Open Art Guild platform. In absence of a platform that follows the requirements to belong to the Guild, this percentage shall be donated towards a nonprofit organisation of their own choosing dedicated to the protection and distribution of art in any of its forms. Some examples may include Archive.org, Archive Of Our Own, Wikimedia, or your local art museum or community center. Proof of donation shall be made publicly available. The artist shall empower the Guild, as the Guild has empowered the artist.
10% shall be designated towards the Open Art Guild legal fund. In the absence of a fund dedicated to the protection of the OAG, this percentage shall be donated towards a nonprofit organisation dedicated to the protection of the legal rights of artists in any of their forms. Some examples may include Creative Commons, the Electronic Frontier Foundation, the Industrial Workers of the World, or another artist union like the WGA. Proof of donation shall be made publicly available. The artist shall protect the Guild, as the Guild shall protect the artist.
10% shall be designated towards the Open Art Guild creator fund. In the absence of a fund dedicated to redistribute the profits of the OAG, this percentage shall be donated to other members of the Guild, prioritising small creators. Alternatively, it may be directed towards the recruitment of new members to the Guild via donation and an invite. Proof of donation shall not be required, but the receiving artist(s) is(are) encouraged to declare in their own platform that the donation was received. The artist shall give to the Guild, as the Guild has given to the artist.
The artist shall continue to create Guild submissions for the duration of their membership, with a minimum of one submission per month in order to guarantee their continued support. The artist shall live off of labour, not property.
In return for these duties, the artist shall receive:
Permission to adapt, remix, or reuse any of the works in the Guild’s archive for their own derivative works, fan fiction, remixes, collages, or any sort of transformative application, provided dues and obligations are in order.
Protection of their intellectual property as part of the collective works of the Guild by the legal fund designated and sustained by all paying members, to prevent non Guild members from trying to exploit their works unauthorised.
If an artist strikes a deal for non-Guild adaptation, the proportional dues shall also be paid to the Guild fund and members by the non-Guild institution in charge. Said deal shall not be allowed an exclusivity clause, and all works derived from a Guild work shall follow through with their dues in perpetuity. If the non-Guild entity chooses to terminate the business relationship, all intellectual property rights over the adaptation shall irrevocably be granted to the Guild as compensation, guaranteeing the distribution to the creators and the legal fund, as well as the follow-through with whatever payment terms the Guild artist has agreed to.
No Guild artist shall prosecute another Guild artist for use of works under the OAG License, provided that the derivative work also follows the OAG License terms. If these terms are violated, amicable resolution shall be sought by both parties. If litigation becomes inevitable and compensation is required, said compensation will also require the 30% dues to fund the Guild and its members, no matter which way it sides. In no case shall an artist, Guild or non-Guild, be left without recourse.
If an artist becomes unable or unwilling to continue to pay their dues, the artist shall be given an option to suspend or cancel their membership. If a membership is suspended, the artist will be excluded from the creator fund until their dues are renewed. No compensation shall be required of the artist for the suspension period, and all protections other than the creator fund shall still apply. If a membership is cancelled, all works published by the artist under the OAG License shall automatically be granted a Creative Commons 4.0 License instead, in order to protect Guild members from litigation by non-Guild members.
Membership that has been cancelled shall be renewable at any time, provided that the former Guild artist has not engaged in predatory litigation against Guild member or the Guild itself. The Guild shall determine what constitutes predatory litigation on a case-by-case basis. Licenses that were lost during cancellation shall not be given back, as CC4.0 is irrevocable, but new works shall still qualify for OAG Licenses.
These protections shall not be conditional to the artist’s moral values or the content of the works created. All works that do not break the laws applicable to the jurisdiction from which they were submitted shall be treated with the same respect and granted the same rights and obligations, in perpetuity and throughout time and space within the known multiverse. The Guild shall not exist to police art, but to promote it.
Open Art Guild License Template
All submissions of Guild works and projects shall include the following legend, both in English and in the publication language when applicable. Point 4 may be omitted if the artist chooses not to submit the work for dataset training.
This work was created and published under the Open Art Guild license, and has been approved for reuse and adaptation under the following conditions:
For personal, educational and archival use, provided any derivative works also fall under a publicly open license, to all Guild members and non members.
For commercial use, provided redistribution guidelines of the Guild be followed, to all active Guild members.
For commercial use to non Guild members, provided any derivative works also fall under a publicly open license, with the explicit approval of the artist and proper redistribution of profit following the guidelines of the Guild.
For non commercial dataset training of open source generative art technologies, provided the explicit consent of the artist, proper credit and redistribution of profit in its entirety to the Guild.
Shall this work be appropriated by non Guild members without proper authorisation, credit and redistribution of profit, the non Guild entity waives their right to intellectual property over any derivative works, copyrights, trademarks or patents of any sort and cedes it to the Creative Commons, under the 4.0 license, irrevocably and unconditionally, in perpetuity, throughout time and space in the known multiverse. The Guild reserves the right to withhold trade relations with any known infractors for the duration its members deem appropriate, including the reversal of any currently standing contracts and agreements.
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toastedpopsicle · 1 year ago
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I hope every IP holding artist follows Bill Willingham's example and public domains their shit rather than letting an IP hoarding company seize ownership of it.
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