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21 YEARS LATER & TEXTURE ROTATE | SMOOTH | LOOP STILL JERKS BACK


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Hiya:

Using this:

        llSetTextureAnim(ANIM_ON | ROTATE | SMOOTH | LOOP, 5,0,0,0.0, -1.0,-0.02);

and the texture still does that visual jerk back whiplash that totes blows the smooth seamless rotation continuity.

Has this been fixed or there is a work around to stop the abrupt jerk reset?

Thankies

pixels

 

 

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texture rotation is a client-side effect, and IIRC it only "jerks back" when the viewer tries to see the "real" rotation, by for example trying to edit the object.

The two main ways to do "real" smooth movement are KFM and physical movement (gravity to zero, and set phantom/VolumeDetect). Both have pros/cons, and should be used sparingly, if at all.

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33 minutes ago, Frionil Fang said:

ROTATE mode texture animation's length is in radians, not frames or seconds or whatever. Set your length to TWO_PI.

 

Thanks! I was wondering if somehow they weren't seeing smooth / full rotation due to bad parms or something!

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As a side note that does not apply to this case with ROTATE: when using frame-based, that is, non-scaling non-rotating non-smooth animation, you can't use negative speed to reverse, the frame order gets convoluted and wrong which also causes jerkiness. For example, a 4x4 animation grid will end up going in the order 0 3 2 1 12 15 14 13 8 11 10 9 4 7 6 5, instead of 0 15 14 13, etc. Use the REVERSE flag instead to ensure consistent reversed animation regardless of mode.

Edited by Frionil Fang
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Frionil:

TY!!!!!!

 

It was th missing PI and took off the neg negative.

Added PI and it works great 🙂

        llSetTextureAnim(ANIM_ON | ROTATE | SMOOTH | LOOP, 5,0,0,0.0, TWO_PI, 0.02);

Thank you all for your help

xoxo

pixels

 

 

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