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Amalsu

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  1. Smoothness of movement wouldn't be that much of an issue since it's going to be a very, very slow rotation. What I need this for is to create a moon orbiting around a planet, but its bright side has to face the sun at any given time. Thanks for the tip, I hope I can get that script right!
  2. Hi scripting gurus, I'm faced with a tiny problem. I want to do some object rotation and have been stuck on a particular problem for some time and it's getting frustrating. Here's a little schematic of I what I want to do: http://img846.imageshack.us/img846/932/schematicg.png I have a root prim (blue square)I have a child prim (red/yellow globe, linked to root prim of course)I'm rotating the root prim counter-clockwiseNow I'd like to rotate the child prim clockwise, so the yellow half is always facing the same direction (south). When I put the same script I use on the root prim into the child prim with the same values (just negative), it seems to work on first sight, but angles start to differ soon and the child prim's rotation is off a few full circles later. So I guess what I would have to do is constantly poll for the root prim's current rotation and subtract it from the child's current rotation, right? This sounds nice in theory, but I haven't gotten it to work. I have to admit though, I'm very much a scripting dummy. :smileysad: Help please? Oh, yes - here's the script I use on the root prim (googled it): default { state_entry() { //multiply desired rotation (<x,y,z>) with local rotation of parent, rate is PI, gain is 1. llTargetOmega(<0,0,1> * llGetLocalRot(),PI,1.0); } }
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