Jump to content

Gawain Galtier

Resident
  • Posts

    37
  • Joined

  • Last visited

Reputation

1 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. It's working wonderfully! I will try to fine tune it as suggested. You're the best, and I really don't know how to thank you adequately. If you're ever in the market for a new friend, you have one in me! Thank you thank you and wishing you an awesome weekend, Gawain
  2. Rolig, thank you so much for your time! This is totally awesome of you. I'm most deeply appreciative. Oh my, I'm terribly sorry to interrupt supper! I hope not to impose.
  3. Hello Rolig, This is so awesome, thanks for helping me with this! Would you have time for a quick question? I tried the script in the root prim and I end up at a wierd place on the map when I sit on it. It's 0,0,0 in world map coordinates. Is there something I can change?
  4. Would you be open to a commission for this script? I will try to make it, I'm not sure how it will go though.
  5. Is this possible to do with a Sit script? I'm trying to mainly sit on an object, but instead of sitting, i need to have the avatar do the following: 1. not change it's global position or rotation - llSitTarget needs to take the avatar's current position and rotation, and use those vectors / so to not alter the avatar's pos or rot. But it effectivly locks the avatar in his/her pos and rot. 2. while sitting, the avatar still needs to perform AO functions of crouch and stand / similar to his/her handheld device that is using related crouch and stand functions (animation, rezzing, hud chats, etc.) Functional Example: i rezz my vehicle, and i sit on it, then i switch to a cleaning mode, where my avatar is standing and wiping on the outside of the vehicle, or kneeling and wiping (can be applied to mechanic roleplay etc.) I basically need the avatar to sit on the object (so a region timer does not send the item back yet) but I need to roleplay things outside it. Thanks for any valuable info!
  6. Thank you so much again Rolig! I have to study that. And with your help, I came up with the following (and it is working so far): //object set to physical prior to new rez orient_up(){ llSetLinkPrimitiveParamsFast( LINK_THIS, [ PRIM_PHYSICS, FALSE] ); llSleep(0.1); llSetLocalRot( llGetLocalRot() * llRotBetween( <0.0, 0.0,1.0> *llGetLocalRot(), <0.0, 0.0,1.0> ) ); llSay(0,"collision");//debug} default{ state_entry() { llSetStatus(STATUS_ROTATE_X|STATUS_ROTATE_Y,FALSE); } collision_start(integer vIntCollided) { integer vBitType; do { vBitType = llDetectedType( --vIntCollided ); if (vBitType & AGENT_BY_LEGACY_NAME) { //do nothing } if (vBitType & PASSIVE) { orient_up(); } } while (vIntCollided); } land_collision(vector pos) { orient_up(); } touch_start(integer total_number) { if (llDetectedKey(0) == llGetOwner() && llGetTime() > 1.0) { //re-adjust function llSetLinkPrimitiveParamsFast( LINK_THIS, [ PRIM_PHYSICS, TRUE] ); llSleep(1.0); orient_up(); llSay(0,"touched");//debug } }} Thank you again
  7. OMG, that works like a charm! So the zero's mean "do nothing" then? i.e. when I set local rotation, I will add nothing to the x, and y? (hoping to learn) Thank you Rolig, this is awesome :matte-motes-big-grin:
  8. Hello! I'm new to rotations and trying to learn. It looks tough! I was wondering if there is a way to make a physical object always face up, but keep it's forward and left rotations the same? (just face up and not effect the other 2 axis) I am trying to rez an object that needs to always be completely vertical, but it's global forward and left rotations shouldn't change. I have tried testing it with llRotLookAt, on a touch event, and I can get it to face up, but it always rotates on the axis as well. Here is the base code I was trying to isolate the axis and learn from: default { state_entry() { } touch_start(integer total_number) { vector detected = llDetectedPos( 0 ); vector pos = llGetPos(); llRotLookAt( llRotBetween( <0.0, 1.0, 0.0>, llVecNorm( <detected.x, detected.y, pos.z> - pos ) ), 1.0, 0.4 ); } }
  9. Thank you so much! The llList2Rot worked instead of the llList2String. Problem solved. Thank you so much
  10. Hello! I am trying to create a script that makes an object rotate in random rotations several times / as a visual effect. I created a list of the rotational vectors that I require to use, and I'm hoping to pull them randomly into use. I am getting an error message and I can't figure this out. Here's what I have: //list of rotations list t_rot= ["<-0.05234, 0.00000, 0.00000, 0.99863>", "<0.04363, 0.00000, 0.00000, 0.99905>","<0.00000, 0.06105, 0.00000, 0.99813>","<0.00000, -0.04364, 0.00000, 0.99905>"]; t_fx() { //l llSetLinkPrimitiveParams(3,[PRIM_ROTATION, llList2String( llListRandomize(t_rot, 1 ), 0 ), PRIM_POSITION, <-0.00035, -0.00040, 0.00346>]); //2 llSetLinkPrimitiveParams(3,[PRIM_ROTATION, llList2String( llListRandomize(t_rot, 1 ), 0 ), PRIM_POSITION, <-0.00035, -0.00040, 0.00346>]); //origin llSetLinkPrimitiveParams(3,[PRIM_ROTATION, <0.00000, 0.00000, 0.00000, 1.00000>, PRIM_POSITION, <-0.00035, -0.00040, 0.00346>]); } default { state_entry() { } on_rez(integer start_params) { } link_message(integer sender, integer num, string messg, key id) { if ( num == 344 && messg == "t_fx") { //visual effects t_fx(); } } } I tried using the llList2Vector but that didn't seem to work either. Any advice available?
  11. Problem Solved... Upon seeing the only difference between the previous Maya bvh export, and the typical qavimator export, I saw that the qavimator has a preset T Pose built in on it's first key frame, so I replicated that in Maya. Solved the hip translation and rotation problem by: 1.) Adding the T Pose (zeroed out) keyframed at frame 1. (Essential for the bvh export to work) 2.) Setting the Time Range to "Manual," and setting the range of animation, on export settings.
  12. I'm running into the same problem, the hip rotation and translation does not import properly yet most other joints import fine (the wrists also do not import properly): I used the abbloch.com rig and animation bvh export 1.2 and I also tried the 1.5 and both have the same hip rotation problem as the OP. Tests I ran: 1.) I tried all of the axis combinations (Major and Minor) and they did not solve the hip rotation and translation problem. 2.) I tried the skeleton animation by itself - with no IK and just FK rotations (no ik handles, constraints, or set-driven keys) - to no avail on the hip solution. 3.) I tried the hip with no higher node on it's hierarchy / so to isolate any potential translation conflicts - hip node is top node. Hip rotation export was still inaccurate. 4.) Altering World Settings: I tried altering the World Setttings, setting Working Units > Linear to centimeter, millimeter and so on to no effect. I tried altering the World Settings , setting Working Units > Angular to radians to no effect. 5.) Testing with qavimator.exe: I attempted also an even simpler Maya test: I rotated the "root control" and keyed it at 45 degrees on the X axis and exported the bvh. On import into Second Life, the hip is completely vertical at zero rotation. I then, tested the Maya exported bvh by importing it into qavimator.exe to see if qavimator reads the bvh the same as Second Life. Interestingly, qavimator reads the Maya exported bvh accurately (with hip rotated at 45 degrees) and will export it back out as a bvh. But then when trying to upload the qavimator bvh into Second Life, Second Life will not read it and will state "Failed to initiate motion." Which leads me back to the hypothesis that something is wrong with the Maya bvh exporter. As these rigs rename the mPelvis to "hip," which Second Life asks for, Second Life will recognize the hip node, but it will not accept it's rotation values, or the bvh exporter does not export the values of the "hip" accurately. Something is lost inbetween. Also, I notice that qavimator has a "position" node above the "hip" node. Should it be perhaps the Maya files should contain a "position" node / so to be able to pipe the equivalent of translation values into the bvh export? Anyone find a fix or work-around to the hip rotation / translation problem? (BTW, I'm using Maya 2009)
  13. Dude you are the man! Awesome awesome, Thank you Drongle!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! KUDOS!
  14. *Please note: this question is not about "Land Impact" or "Prim Count" Hello, I was wondering if anyone would know if this is possible to find an object's polygon count, as in what 3d ap users / game developers look at when showcasing 3d assets? Polygon counts referring to or relating to the object's tris (triangles) or vert (vertex) count by the way. I'm sifting through the many settings in the viewer and I can not find anything that shows this info. The reason I ask is if say a 3d designer makes something in second life that is a mix between prims and mesh (or sculpts) and wants to showcase it to game companies in RL, it is hard to give them this information (poly count) they need to assess- as many may not be familiar with second life and it's "land impact" calculation versus a universal 3d polygon count. Any knowledgeable insight is greatly apprecated.
×
×
  • Create New...