#intellectual property (IP)
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thoughtportal · 2 years ago
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patenting does not equal invention. patenting is the colonization of intellectual property. invention requires the collective efforts of a diverse group of people over time.
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ot3 · 4 months ago
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Hey! The link to your FAQ wasn't working for me so I don't know if this question has been asked before. I really appreciate your perspectives on AI art. Do you happen to have any resources that you read/listened to on intellectual property rights and the issues with it? I just don't really know where to start with it.
[heres where i cut out a big paragraph of me, once again, bitching about how blog pages don't work on the tumblr app and i think that's fucking stupid]
anyway i dont have any generalized sources on the subject but the tl;dr of it is: intellectual property rights exclusively benefit people who have the resources to pursue sustained litigation. 99% of the time, what IP law is being used for is to reinforce corporate ownership of work that was done by their employees.
the whole disco elysium debacle is a great case study.
The shareholders of ZA/UM accused the trio of, among other things, intending to steal intellectual property (IP) from the company — a curious accusation, considering that the world of the game is based off of a novel written by Kurvitz himself. The case of Disco Elysium illustrates the shortcomings of IP rights as protection for artists. Consequently, it contains a lot of lessons for the labor movement when it comes to the arts, and serves as a reminder that creative workers are, at the end of the day, workers. But this is not just an academic exercise. It’s a human story about the intimate consequences of capitalist exploitation. “I got my soul ripped out of me,” Kurvitz told me over Zoom in April of 2023. “I got my skull cracked open and my brain lifted out of it by a fifty-five-year-old financial criminal.”
another example: alex norris of webcomic name, which you will probably recognize when you see it, has been raising hundreds of thousands of dollars over the past several years to try and keep up with the protracted legal battle over maintaining ownership of his own work.
I have been fighting this case since 2019. It arose out of an agreement to make a boardgame based on my webcomic in 2017 but the publishing company has used this as an opportunity to take all of my intellectual property, and has even claimed ownership of Webcomic Name as a whole. I can't go into more detail here, but the details of the case are publicly available to read online.
Then, in a 2024 update:
I have essentially won the main case based on the decisions made last summer. The Judge has clearly stated that I own my comics, and that the other party has infringed on my copyright. It is not over yet, as there are still a few things that need to happen. Hopefully things will all be wrapped up this year. After 6 years of legal battling, I can’t wait to be free of all of this. Hopefully, this second case will backfire, and they will be sanctioned for filing it. But to get to that point requires a frustratingly large amount of work, time and money.
An interesting thing about both of these two specific instances is that they involve creators who had entire bodies of work produced around the specific IPs that were stolen from them before they even began partnering with corporate entities to produce works. which is insane! you can spend years writing novels, drawing comics, and if a company comes in with enough lawyers they can own those ideas.
this is pretty distinctly different to me than instances of work you do while being employed by a corporate entity being owned by that corporate entity, because at least you know what you're getting into there to some degree, but i still think that's bad too. consider stuff like the owl house and gravity falls, two disney shows made by people who very very clearly did not like working for disney. disney owns their ideas, their characters, their worlds, because that's the price you pay for having an animated show produced.
essentially it's very very clear upon even the slightest examination that intellectual property in no way exists to codify who the creator responsible for specific creative concepts or works is. it exists to turn nebulous things like 'ideas' into market commodities, and to funnel the profits made by the labor of individual artists and writers into corporate bank accounts.
the only person who has ever really benefited from IP law as an individual trying to lay claim to their own work is ken penders, who notoriously won his suit to have ownership of characters and storylines he created. heartbreaking: Worst Person You Know Gets An Unequivocally Deserved Legal W.
The comics continued under Flynn’s direction as if nothing happened, but things started looking grim in late 2012, when Archie suddenly fired its entire legal team. The company had been unable to produce Penders’ work-for-hire contract, which would have given control of his creations to Sega. Penders claimed the contract had never existed. A heavily circulated Tumblr post outlining the case (which has been corroborated as a reliable source by Penders) explains that while Archie did provide a photocopy of a contract allegedly signed by Penders in 1996, Penders claimed that the document was a forgery. That it was neither an original copy nor a contract from the beginning of the writer’s tenure at Archie meant that its validity was questionable. Making things worse, Archie couldn’t produce an original copy of any previous contributor’s contract, meaning that any writer or artist who had worked on the Archie Sonic line could potentially follow in Penders’s footsteps and reclaim their work. “So are you saying prior counsel blew it?” the presiding judge asked Archie counsel Joshua Paul in a May 2013 court session. His reply was unequivocal: “Absolutely, your Honor.”
So yeah. Owning the work you do as an artist is only something that happens when the people trying to profit off of it show unprecedented and staggering level of incompetence in their legal teams.
Then, alongside not owning the concepts and ideas you produce while working with corporate entities, there's the issue of NDA regarding specific pieces you've produced. This causes a LOT of trouble for freelance illustrators/character designers/concept artists, etc. Looking for work is very hard when the past three years of pieces you've drawn can't be added to your portfolio. Some people have password protected pages on their portfolios that they use for NDA work, but I believe the right to do this varies depending on your contract. I'm not 100% sure. In cases where the project you worked on eventually comes out, that's one thing, but there will be instances where the entire project gets canned after all the work is done, but is still under NDA so essentially all of your work has been taken from you, crumpled up into a ball by a studio executive, thrown in the trash can, and legally you are not allowed to go pick it out of the bin and try and flatten it out again.
This has all been pretty art-focused because that's the kind of circles I run in and where a lot of my interests lie but the truth is none of this is even remotely close to as evil IP law gets. I've saved the most egregious for last: The Lakota Language Consortium
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The Lakota Language Consortium had promised to preserve the tribe’s native language and had spent years gathering recordings of elders, including Taken Alive’s grandmother, to create a new, standardized Lakota dictionary and textbooks.  But when Taken Alive, 35, asked for copies, he was shocked to learn that the consortium, run by a white man, had copyrighted the language materials, which were based on generations of Lakota tradition. The traditional knowledge gathered from the tribe was now being sold back to it in the form of textbooks.
When you're in defense of IP law, this is what you're siding with. This is the rational endpoint of IP and it is neither a fluke nor an example of the concept being twisted against its original design. Art, culture, language, it belongs to whoever is most capable of turning it into a product. The economic incentives of producing and distributing arts and culture demand this is how things be.
Meya says his work is a vital tool in preserving the Lakota language, which did not previously have a standardized written form. He estimated that there are fewer than 1,500 fluent Lakota speakers left and that over the last decade and a half, the organization has helped add 50 to 100 more. “Just because money is involved in it does not inherently make it an evil thing,” Meya said in a recent interview with NBC News. Most of the products his organizations make are free, he said, but the cost of printing textbooks has to come from somewhere. “That tends to be sometimes part of the rhetoric, ‘Oh, there’s money involved. It must be, you know, part of the overall colonization effort.’ Well, you know, that’s just not realistic.”
Artists looking to force their way into the class of people who gets protected by these laws are not looking out for their community. They are not protecting anything but their own perceived financial interests. Intellectual property will never, ever benefit the most marginalized members of creative communities and anyone who tries to convince you otherwise is huffing some serious copium.
Frankly, I don't believe anyone can or should 'own' things like Ideas or Specific Aesthetic Flairs. But even if you do believe in that, IP law isn't the framework for handling it.
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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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miochimochi · 5 months ago
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Made 2 new lino cuts. The fabric here isn't the best for stamping it seems but it's enough to show off.
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kawaiimunism · 1 year ago
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You can be anti–intellectual property / pro–copyright infringement and still dislike plagiarism, they're different things. Fitgirl Repacks isn't pretending she made Assassin's Creed. The Phantom Edit literally tells you it's derivative in the opening crawl (if you somehow didn't already know). The only relationship between plagiarism and IP infringement is that—at least in the U.S.—plagiarism isn't explicitly illegal, so if a plagiarism case actually goes to court, it does so as an IP case.
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theanarchistscookbook · 5 months ago
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brainwashed-parxie · 5 months ago
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Anyways FAI2 is good especially when you understand that IP and IP2 have characters and lore!!
Also it just sounds cool
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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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realmenmoanloud · 4 months ago
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yall clearly weren’t listening when he said “if i’m already dead i can’t be killed”
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intellectualpropertydaily · 1 month ago
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soul-sucker
song: ST*RFUCKER | line: 15 | word: 80
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postcum · 11 months ago
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Okay guys something about copyright y'all should know, using an existing IP for any work which does not bring monetary gain almost always gets upheld in court. I am not a lawyer. Think about it, there is fanfiction for almost every IP in existence, the laws don't change very much just because you drew the IP instead of writing the IP, cmon guys, anyways intellectual property is a mechanism of withholding technology from the underdeveloped regions of the world as well as a means of censorship, so its a moral imperative to violate these laws anyways. Don't treat any IP as if it were a sacred law bestowed on high which we can never violate
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thesarkycoder · 9 months ago
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2004: piracy is destroying our creative industries. The unauthorised use of our intellectual property discourages people from generating new media and devalues everyone's work.
2024: Oh you wrote/ drew/ animated/ filmed/ sung something and uploaded it to our website? We'll sell that shit to the highest bidder to train their garbage generator lol
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joshthewalkingtrainwreck · 10 days 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 "a lot 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 both parties 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 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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casuallyirregular · 2 years ago
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Happy New Year everyone!
This is my 2023 vision board. I realize that the path I take in law will likely be different from my friends and that’s okay. This year I’m going to put in a more concerted effort to avoid comparing myself to others. Every time I have done so, I have suffered more than if I just minded my own business.
This year I’m also going to be more intentional about blazing my own path regardless of who’s doing the same around me. This applies to my fashion sense, my interests, my academics and my career.
Happy New Year everyone and I hope you do great things this year!!
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artistictyme · 1 year ago
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here's the video of me giving the boys the prints of the series i've been posting! this was on the halloween show in london,, they were so sweet and im just glad they own some of my art now aaaah!!!
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theanarchistscookbook · 1 month ago
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No Copyright Law: The Real Reason for Germany's Industrial Expansion
Fotostrecke
Photo Gallery: The Power of the Book
3 Bilder
Foto: Topical Press Agency/ Getty Images
No Copyright Law
The Real Reason for Germany's Industrial Expansion?
Did Germany experience rapid industrial expansion in the 19th century due to an absence of copyright law? A German historian argues that the massive proliferation of books, and thus knowledge, laid the foundation for the country's industrial might.
Von Frank Thadeusz
18.08.2010, 16.52 Uhr
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Dieser Beitrag stammt aus dem SPIEGEL-Archiv. Warum ist das wichtig?
The entire country seemed to be obsessed with reading. The sudden passion for books struck even booksellers as strange and in 1836 led literary critic Wolfgang Menzel to declare Germans "a people of poets and thinkers."
"That famous phrase is completely misconstrued," declares economic historian Eckhard Höffner, 44. "It refers not to literary greats such as Goethe and Schiller," he explains, "but to the fact that an incomparable mass of reading material was being produced in Germany."
Höffner has researched that early heyday of printed material in Germany and reached a surprising conclusion -- unlike neighboring England and France, Germany experienced an unparalleled explosion of knowledge in the 19th century.
German authors during this period wrote ceaselessly. Around 14,000 new publications appeared in a single year in 1843. Measured against population numbers at the time, this reaches nearly today's level. And although novels were published as well, the majority of the works were academic papers.
The situation in England was very different. "For the period of the Enlightenment and bourgeois emancipation, we see deplorable progress in Great Britain," Höffner states.
Equally Developed Industrial Nation
Indeed, only 1,000 new works appeared annually in England at that time -- 10 times fewer than in Germany -- and this was not without consequences. Höffner believes it was the chronically weak book market that caused England, the colonial power, to fritter away its head start within the span of a century, while the underdeveloped agrarian state of Germany caught up rapidly, becoming an equally developed industrial nation by 1900.
Even more startling is the factor Höffner believes caused this development -- in his view, it was none other than copyright law, which was established early in Great Britain, in 1710, that crippled the world of knowledge in the United Kingdom.
Germany, on the other hand, didn't bother with the concept of copyright for a long time. Prussia, then by far Germany's biggest state, introduced a copyright law in 1837, but Germany's continued division into small states meant that it was hardly possible to enforce the law throughout the empire.
Höffner's diligent research is the first academic work to examine the effects of the copyright over a comparatively long period of time and based on a direct comparison between two countries, and his findings have caused a stir among academics. Until now, copyright was seen as a great achievement and a guarantee for a flourishing book market. Authors are only motivated to write, runs the conventional belief, if they know their rights will be protected.
Yet a historical comparison, at least, reaches a different conclusion. Publishers in England exploited their monopoly shamelessly. New discoveries were generally published in limited editions of at most 750 copies and sold at a price that often exceeded the weekly salary of an educated worker.
London's most prominent publishers made very good money with this system, some driving around the city in gilt carriages. Their customers were the wealthy and the nobility, and their books regarded as pure luxury goods. In the few libraries that did exist, the valuable volumes were chained to the shelves to protect them from potential thieves.
In Germany during the same period, publishers had plagiarizers -- who could reprint each new publication and sell it cheaply without fear of punishment -- breathing down their necks. Successful publishers were the ones who took a sophisticated approach in reaction to these copycats and devised a form of publication still common today, issuing fancy editions for their wealthy customers and low-priced paperbacks for the masses.
A Multitude of Treatises
This created a book market very different from the one found in England. Bestsellers and academic works were introduced to the German public in large numbers and at extremely low prices. "So many thousands of people in the most hidden corners of Germany, who could not have thought of buying books due to the expensive prices, have put together, little by little, a small library of reprints," the historian Heinrich Bensen wrote enthusiastically at the time.
The prospect of a wide readership motivated scientists in particular to publish the results of their research. In Höffner's analysis, "a completely new form of imparting knowledge established itself."
Essentially the only method for disseminating new knowledge that people of that period had known was verbal instruction from a master or scholar at a university. Now, suddenly, a multitude of high-level treatises circulated throughout the country.
The "Literature Newspaper" reported in 1826 that "the majority of works concern natural objects of all types and especially the practical application of nature studies in medicine, industry, agriculture, etc." Scholars in Germany churned out tracts and handbooks on topics such as chemistry, mechanics, engineering, optics and the production of steel.
In England during the same period, an elite circle indulged in a classical educational canon centered more on literature, philosophy, theology, languages and historiography. Practical instruction manuals of the type being mass-produced in Germany, on topics from constructing dikes to planting grain, were for the most part lacking in England. "In Great Britain, people were dependent on the medieval method of hearsay for the dissemination of this useful, modern knowledge," Höffner explains.
The German proliferation of knowledge created a curious situation that hardly anyone is likely to have noticed at the time. Sigismund Hermbstädt, for example, a chemistry and pharmacy professor in Berlin, who has long since disappeared into the oblivion of history, earned more royalties for his "Principles of Leather Tanning" published in 1806 than British author Mary Shelley did for her horror novel "Frankenstein," which is still famous today.
'Lively Scholarly Discourse'
The trade in technical literature was so strong that publishers constantly worried about having a large enough supply, and this situation gave even the less talented scientific authors a good bargaining position in relation to publishers. Many professors supplemented their salaries with substantial additional income from the publication of handbooks and informational brochures.
Höffner explains that this "lively scholarly discourse" laid the basis for the Gründerzeit, or foundation period, the term used to describe the rapid industrial expansion in Germany in the late 19th century. The period produced later industrial magnates such as Alfred Krupp and Werner von Siemens.
The market for scientific literature didn't collapse even as copyright law gradually became established in Germany in the 1840s. German publishers did, however, react to the new situation in a restrictive way reminiscent of their British colleagues, cranking up prices and doing away with the low-price market.
Authors, now guaranteed the rights to their own works, were often annoyed by this development. Heinrich Heine, for example, wrote to his publisher Julius Campe on October 24, 1854, in a rather acerbic mood: "Due to the tremendously high prices you have established, I will hardly see a second edition of the book anytime soon. But you must set lower prices, dear Campe, for otherwise I really don't see why I was so lenient with my material interests."
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