Jacki Silverfall Posted September 5, 2011 Share Posted September 5, 2011 I made a mesh carriage and I was wondering what the process is to get the wheels to turn when in SL. Also, I need the harness part to go left to right and so on. Should I parent/child the wheels? The axel to the wheels? Do I need a script? Or rigging?I don't want this carriage to just be dragged around./me waits eagerly for my new Blender book to arrive :)Thanks! Link to comment Share on other sites More sharing options...
Rage Riptide Posted September 5, 2011 Share Posted September 5, 2011 Anything that should move independant of the vehicle, wheels, doors etc should be a separate object and linked inworld. That's me saying something I havn't got to yet, if ever. I think you can still import the separated objects together as one collada export. Parenting, I don't know if it makes any difference in export. I also think the doors should be made so the bounding box centre is on the hinge, by using an extra triangle. Wheels can also be faked with a rotating texture but that is not what we usually want. Link to comment Share on other sites More sharing options...
Rolig Loon Posted September 5, 2011 Share Posted September 5, 2011 Take a look at llSetLinkPrimitiveParamsFast and the relatively new parameter PRIM_OMEGA. Using that, you can make each of your wheels spin with a single command in one script in your vehicle's root prim. That's only going to work, of course, if the wheels are separate prims linked to the rest of your structure. You could always rotate the wheels server-side with llSetRot instead, but that's (a) a truly clunky-looking movement instead of the smooth one you get with PRIM_OMEGA and (b) a royal pain to script properly. Link to comment Share on other sites More sharing options...
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