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Rotate physical prim problem


Rocky Rutabaga
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I've been gone from SL for a few years. I used to be able to drop a rotation script into a physical hollow orb, sit in it, and spin like mad. (I invent carnival rides.) Now, I get a jerky twitch effect and no spinning. Has the physics changed or is it the weight gain from my new mesh AV? : ) 

If it has changed, is there a new basic rotate physical prim script I can steal from someone?

 

Thank you,

Rocky "NotAScripter" Rutabaga

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I assume that the "rotation script" that you have dropped into your prim uses llTargetOmega, which has not changed at all over the years.  When you use llTargetOmega in a prim with physics enabled, all the rotation is done server-side, rather than being done in your own client, the way it works with non-physical prims.  You are more likely to see jerkiness or other lag symptoms if other things are demanding the servers' attention.  Your application is most likely to work well on a region that is low lag and, in particular, has few other physical objects competing for server time.

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Thanks.

It used to work well on my sim filled with items competing for attention (2007ish). Can't understand what has changed, especially since the sim I'm using is pretty empty.

Would the fact that the orb is colliding with other prims be a factor? Even if it's sitting on a flat surface/prim?

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It could be, I suppose.  One way to start tracking down the problem might be to look at your Statistics panel (CTRL + Shift + 1) and see how much frame time is being devoted to dealing with physical objects. If it's more than a few percent, that could be a clue.  I remember visiting a region years ago that had horrendous lag but was almost vacant except for a single physical comet that was moving randomly across the sky. One physical object hogging the servers' attention can make a lot of difference.  If you are the region's owner or have managerical permission, you might also look at the list of Top Colliders in World >>> Region/Estate >>> Debug to see how much impact your rotating object is having.

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Rocky Rutabaga wrote:

2007ish

A tremendous lot has changed with Havok since 2007, and a lot of content was broken with one big upgrade. Like Rollig, I too don't recall any of those changes specifically related to physical llTargetOmega(). And I just tried it, and seem to be spinning just fine inside a physical sphere with llTargetOmega() set, which might support the theory that there's something unusual about your specific test conditions.

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