Xiija Posted April 1, 2015 Share Posted April 1, 2015 http://wiki.secondlife.com/wiki/LlSitTarget the page says....rot affects the position of the sit-target in a buggy way way. To correct for the rot bug, simply subtract <0,0,0.4> from the position when rot is zero. See example below. but the example says when NOT zero? if (rot!=ZERO_ROTATION) pos -=<0,0,0.4>; //here is the work around thanks for any clarification :P Link to comment Share on other sites More sharing options...
Dora Gustafson Posted April 1, 2015 Share Posted April 1, 2015 It is a very unclear specification. I have some experience on the subject and in my oppinion: It is not a rotation bug but a position bug The correction is added to (or subtracted from) the avatar's local Z coordinates I have no idea what is meant by 'when rot is zero' The correction applies for any rotation, but always on the avatar' local Z axis :smileysurprised::smileyvery-happy: Link to comment Share on other sites More sharing options...
Adeon Writer Posted April 6, 2015 Share Posted April 6, 2015 The 0.4 offset always needs to be used to correctly position a prim's llSitTarget, regardless of the position or rotation you calculate. However, llSitTarget(ZERO_VECTOR, ZERO_ROTATION) is a special case that removes the sit target entirely. I believe the wiki is speaking as if you are making a method that automatically fixes the offset before applying the sit target, which in that case you'd want to check for the case of zero_vector and zero_rotation, and not apply the offset, so that the sit target can still be removed. Link to comment Share on other sites More sharing options...
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