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Camera bounce when walking in my mesh building.


dennis Rexie
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When walking the camera zooms in and out like grazy.

I checked my psysics there is nothing wrong with it.

Did a support ticket and a team from linden came to see this.

After a half hour they say that the cam bounce on the boundingboxes.

Also when they are phantom or have psysics shape type non.

The meshes in the building have a lot oblique shapes, but the boundingbox are always square.

I tested it with prims and see the boundindbox does not effect the cam at al.

A quick solution is (Disable camera constraints), like this the cam wil go through the wall.

Any one know a good solution for this?

Here is the place http://maps.secondlife.com/secondlife/Pink Paradise/221/33/1514

Edited by dennis Rexie
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Hello al, back with some news after a lot of brainstorms.

For example this 2 objects: https://gyazo.com/79a11a36c360c12b47de17d68a1878c5

Uploaded as 1 object, the white is the boundingbox where the camera bounce on.

The object have no psysics, if that was the case it was easy to understand.

Solution: align them on the y or x axis, upload them separate and rotate it inworld.

If someone is planning to build something with oblique shapes, keep the bounding boxes in mind.

You won't have that problem with prims.

Have heard from a number of people since the update is havoc physic engine in SL that this problem occurs.

Will definitely test this with open simulator, gary's mod and roblox.

As soon as I know more I will post about this.

Be warned what is logic with mesh.

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Update, found the problem.

Example here to see the probem https://gyazo.com/7a1a85cc31314eca6b0d8aa048eaeb32

In blender i dessolve faces en vertex to save on land impact.

uploaded like this: https://gyazo.com/6f5ebdf83c08f6668e76e9acc72e3dcb

Now i tried this: https://gyazo.com/0c749ea27b8a7a1bf987a182a532149c

This is the result: https://gyazo.com/f59ffc06c650696072847ee1dde64d34

Why, i dont now.

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On 4/30/2022 at 6:40 PM, dennis Rexie said:

Update, found the problem.

Example here to see the probem https://gyazo.com/7a1a85cc31314eca6b0d8aa048eaeb32

In blender i dessolve faces en vertex to save on land impact.

uploaded like this: https://gyazo.com/6f5ebdf83c08f6668e76e9acc72e3dcb

Now i tried this: https://gyazo.com/0c749ea27b8a7a1bf987a182a532149c

This is the result: https://gyazo.com/f59ffc06c650696072847ee1dde64d34

Why, i dont now.

Instead of quadrifying the Ngon, I would triangulate it properly before exporting. Maybe it's worth a try.
I would never upload a Ngon, though.

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