Jump to content
You are about to reply to a thread that has been inactive for 4920 days.

Please take a moment to consider if this thread is worth bumping.

Recommended Posts

Posted

I have an object, consisting of, say, 83 prims. I want it to become physical, but sl doesnt support physics for objects with more than 32 prims. But i dont need a very complex physical model, if it behaved like a cube, it would be fine.

Is it possible to create a physical proxy, that is simplier, so the object behaves like this simple proxy object (in by case, even a cube would be enough), but still consists of 83 prims?

 

Thanks in advance.

Posted

Hi, this should be a short term problem. If the current behaviors on the beta grid carry through to production, the 32 prim restriction should be gone when mesh is fully enabled. I am able to drive around a set of 240 cubes as a vehicle, and can move it around as an unscripted physical object too. We do get a choice of physical representations in the new system.  (If I change the root prim physics to convex hull instead of prim, the object's physics cost currently drops from 240 to 24. This could change!!!)

Until then, if your object is a vehicle, the usual way to make a physics proxy is for the vehicle itself to be a simple frame, and all the fancy primwork is worn by the rider as an attachment. This method only works if there is an avatar sitting on it, of course.

Posted

 


Highstaker wrote:

I have an object, consisting of, say, 83 prims. I want it to become physical, but sl doesnt support physics for objects with more than 32 prims. But i dont need a very complex physical model, if it behaved like a cube, it would be fine.

Is it possible to create a physical proxy, that is simplier, so the object behaves like this simple proxy object (in by case, even a cube would be enough), but still consists of 83 prims?

 

Thanks in advance.

If it's a vehicle, wear the 82 prims and sit on the box.

Or use sculpties to combine prims.

Posted

Thanks for the tip on vehicles (to both of you).

But what if my object (consisting of 83 linked primitives) is just a regular object for, like, background. And it is not supposed to be driven, worn, or maybe even interacted with by people.

 

>> Or use sculpties to combine prims.

uuuuh, how?..

Posted


Highstaker wrote:

Thanks for the tip on vehicles (to both of you).

But what if my object (consisting of 83 linked primitives) is just a regular object for, like, background. And it is not supposed to be driven, worn, or maybe even interacted with by people.

we'd probably ask why it needs to be physical?

as for the sculpt, you create the sculpt so that it mimics the exterior shape of multiple prims

Posted

aah, now i get it.

 

well, i think i can even delete some primitives and apply texture. there won't be much visible difference.

 

Thanks everyone.

You are about to reply to a thread that has been inactive for 4920 days.

Please take a moment to consider if this thread is worth bumping.

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
×
×
  • Create New...