Jump to content

VirtualKitten

Resident
  • Posts

    916
  • Joined

  • Last visited

Everything posted by VirtualKitten

  1. Not just yours mine too Jenna was lost with it too my little brain fried too . You must be very smart prof . you said to use quaternians rather than trig now we are both lost. I realised the code above only works when model is set pointing exactly North any other doesn't work . Now I have distance out from particle will this still be the same when dragon is rotated . I am guessing not as the amount on each axis will change proportionally with the rotation . For example 5 degrees will need more in y than in x . 15 degrees will need everything in x but minus . 45 degrees everything in x positive everything south all in y minus. This said how do you calculate the amounts in x and y at a finite amount say 26 degrees or the current rotation of the dragon from llGetRot();
  2. hmm Prof said in order to calculate the X and Y of where the hypotenuse strikes the ground, you then have to calculate a NewX and NewY based on xHoriz being the hypotenuse of a triangle on the ground plane, the hypotenuse is along the dragon's forward vector . I m not sure what he meant .? axes seem to change and + and - change as well when rotating dragon . How do I wroite around this prof please?
  3. nods I forgot about Radians too and yes Molly is great teacher silly kitten I tried Jenna Huntsman routine above but the ball was no where in site. I used this to call it the other commented red one works idk the explanation about radians was perfect Prof but unsure why Jennas puts it out of sight : rot = llGetRot(); vel = <0.0,3.50,0.0>; pos = llList2Vector(llGetLinkPrimitiveParams(fire_emitter,[PRIM_POSITION]),0)- llList2Vector(llGetLinkPrimitiveParams(0,[PRIM_POSITION]),0); vector a1 = llRot2Euler(rot); a1 *= RAD_TO_DEG; float angle_top = a1.z; vector size = llList2Vector(llGetLinkPrimitiveParams(0,[PRIM_SIZE]),0)/2; float zhieght = pos.z+size.z; float Xhoriz =llTan(PI_BY_TWO-angle_top)*zhieght; pos = llGetPos(); pos.y -= Xhoriz; pos.z -=zhieght; pos.x -=.7; //llRezObject("Fireball(llDie)", pos, vel , rot , 0); // does work only when aligned with Y axis RezBall(pos.y); // Places ball as pictured
  4. @Quistessa I still need to get location of the object the emitter is in and rotated too to do my calculation offset angles . The test only works Y axis I need this to work 360 in Y and 360 Z and X 360 and any combination there in . Does that make it clear i hope it does . Even if i make a if statement to test location i don't think this will work in between Y+ or X+ or X- or there between I think it needs more complicated math's can you please help? as clearly the emitter can change its location 3d and only create a fire when it hits tangible object like floor thing. i can do some coding but the math's with quaternions is hard to understand in this matter. I am hopeful of some good rotational advice with this trigonometry. I understand I can use llCastRay to identify objects but this has not got this far yet and is not needed at this point as the rotational mathematics is hard to start with I would be grateful of any help other than posting links on wiki as i can find these but they are not much help unless you work for NASA. I already have target acquiring in my movement program script walking and flying that is not the issue here . This is a mathematical issue i need to understand Hugs D x
  5. +yes but think the - change to + and the axis changes when it rotates to different angle
  6. @Jenna Huntsman Hi thanks I think pos = llGetPos(); pos.y -= (Xhoriz-1.8); pos.z -=zhieght; pos.x -=.7; Needs different addition and subtraction depending on objects orientation How do i get this please?
  7. Hi @Profaitchikenz Haiku PI/2 uhu how do you get that please float Xhoriz =llTan(PI/2-angle_top)*zhieght; ????? I think pos = llGetPos(); pos.y -= (Xhoriz-1.8); pos.z -=zhieght; pos.x -=.7; Needs different addition and subtraction depending on objects orientation How do i get this please?
  8. I have a script which was functioning no I changed orientation of the object it doesn't work is this because i script thinks in local pos not Global pos what do I need to do to correct it to place the object at the orientation angle of the particle emitter please have i got trigonometry wrong: Badly drawn image , llRezObject at black ball head might move but emitter will move with it. emitter at yellow green distance needed to be calculated to rez object fire.(see test script below ) integer fire_emitter; integer smoke_emitter; fire() { if (armed) { smoke(); flames(); llPlaySound(burn, 0.3); //llSleep(3.0); llSleep(4); llLinkParticleSystem(fire_emitter,[]); rot = llGetRot(); vel = <0.0,3.50,0.0>; pos = llList2Vector(llGetLinkPrimitiveParams(fire_emitter,[PRIM_POSITION]),0)- llList2Vector(llGetLinkPrimitiveParams(0,[PRIM_POSITION]),0); vector a1 = llRot2Euler(rot); a1 *= RAD_TO_DEG; float angle_top = a1.z; vector size = llList2Vector(llGetLinkPrimitiveParams(0,[PRIM_SIZE]),0)/2; float zhieght = pos.z+size.z; float Xhoriz =llTan(90-angle_top)*zhieght; pos = llGetPos(); pos.y += (Xhoriz-1.8); pos.z -=zhieght; pos.x -=.7; llRezObject("Fireball(llDie)", pos, vel , rot , 0); }
  9. If I have my arms , hands as wings in differant vertex groups how many parts should i have just everything mHand etc, mElbow etc mShoulder etc and mCollar etc or is there any others i should keep for proper movement please ? The weight system duplicates everything so i need to remove some and leave others
  10. Thanks I will have a look at that i selected my seat and removed vector sets am not going to use and tried to connect it to mNeck f am not sure what to connect fire to jaw or tongue as either will give different movement maybe tongue base would be obvious choice?
  11. Hi this is getting so interesting with the vertext groups I can select areas in weight screen and see lots wrong with eye parts which the system has selected through auto weights a larger area i am presuming these need adjustment. Should for example the mFaceEyeBrowCentre not select eye and just the eyebrow center ? these weights are going to be a bit finicky so i will select how i am in vertex area I fixed eyeball but am wondering if this should be just one face above the eye not what was given:
  12. Hi @Aquila Kytori I dont have same options under item especially these vertex weights oddly . can you assist Do you have something installed? I am quite concerned I don't have same items as you which blender version is the images from as this may have been moved elsewhere. With teeth selected just shown everything else hidden. with mFaceJaw selected in the vertex list under Vertex Groups in the panel if i deselect the teeth then select mFaceJaw and click select button none of the teeth are selected. I presume this means that the teeth are not weighted to the Jaw? Tarah! I found the teeth in mFaceLowerLipLeft, mFaceLowerLipRight, mFaceLipLowerCentre, mFaceLipUpperLeft, mFaceLipUpperRight, mFaceLipCornerLeft, mFaceLipCornerRight, mFaceLipUpperCentre.mFaceEyeCornerInnerLeft. I had to go down list deselect all and select the vertex groups each one at a time . Wow that's a lot! How do i remove the teeth from these can i select teeth and click vertex group and deselect button to remove them from each of the vertex groups ? This seems from what you suggested an am eager to learn!
  13. https://i.gyazo.com/816f7a3193a3c50ba868eb45a4701c04.mp4 See video please See above selected teeth:
  14. Hi @Jinx Lavarock . Yes its a challenge but very worth while there is lots of useful websites to help especially here in the forum and on the internet . Some of the best is http://wiki.secondlife.com/wiki/Project_Bento_Skeleton_Guide#Face and https://blog.machinimatrix.org/avatar-workbench/ the later has models to download . Don't forget your shape is controlled by a shape file in Second life as well. The bonus question is straightforward you just make a prim or mesh with a face image of your hud buttons and use a touch script on it I use these for my light controllers inworld: you will need it in touch_start something similar: touch_start (integer total_number) { gGetKey = llDetectedKey(0); integer link = llDetectedLinkNumber(0); integer face = llDetectedFace(0); if(face == TOUCH_INVALID_FACE) { llShout (PUBLIC_CHANNEL,"Your viewer does not support touched faces."); return; } // rows of buttons from edge of image allow more than your buttons so that your buttons fall on your own buttons for a press you might need two or more if(iButton== 26) { //Do Something } etc integer iRows = 30; // columns of buttons from edge of image allow more than your buttons so that your buttons fall on your own buttons for a press you might need two or more if(iButton== 26) { //Do Something } etc integer iCols=11; vector vsT = llDetectedTouchST(0); integer iButton = ((integer)Floor(vsT.y*iRows))*iCols + (integer) llCeil(vsT.x*iCols); llOwnerSay("Button:"+ (String)iButton) // will print the touched location cell if(iButton== 26) { //Do Something } // etc } When you have it working in world take into inventory and Attach to HUD it will appear at the location you sec edit it in edit mode to rotate it so you can see buttons. You can also progress forward using different images on the face and make a complicated HUD like Maitreya. Good Luck ;
  15. Do you mean you wanted an updated map list of new places ? You can add these yourself . Your touch on your script gives you the location your when you touch it where you are located in same format ie place a line above or below note the commas and add the location in first three separated by coma's and in quotes the name just the same : list map = [ 270592.0,276712.0,249088.0,253952.0,"Bellisseria East",
  16. I really don't know why you would want to do this . Some avatars earn their money in LSL and don't want their details on LSL system of banks systems. This is not going to tell you if they have linden funding as they could have 50k lindens and you would never know and exclude them. It will only tell you if the avatar has bank details . Seems a very odd thing to restrict a user for. Just my thoughts .
  17. Thanks @Quistessa I tried this but it did exactly the same thing on save the particle acts and works fine . I have never had a particle script in other links but will try your scrubber . There must been something in it as the particle scrubber cleared it thanks ❤️
  18. I did eyes L & R and tongue teeth is much harder to achieve as they are together so far oddly it no longer moved in pose mode.
  19. That is s a super helpful video @Aquila Kytori its the missing link x) I haven't done that yet as was scripting something yesterday.
  20. I am experiencing a very weird reset issue my emitter is in link four and is set by llLinkParticleSystem( fire_emitter,[ //Flames were fire-emitter is 4 Now when you save this script it seems to produce a particle from link 0 which makes no sense and there is no particle script in root to do this .I am confused what is causing this I have tried llParticleSystem([PSYS_SRC_MAX_AGE,0.1]); state_entry() this does this with or without this and only when saving : https://i.gyazo.com/fc186e5cee18bfd85d006e811096a166.mp4 Now this does not do this when its reset and I can find no reason why its doing this particle emission.
  21. I still need to get jaw working properly Aquila I don't now why it now takes in to much of the tongue it didn't before its now holding me up as have written all scripts to make this work and is clueless why it worked before now not now teeth and tongue and eyes are all in same vertex group i haven't altered yet
  22. I get this error in log when i import my mesh LLFloaterModelPreview::setModelPhysicsFeeErrorStatus(13107200 : ) does any one know why ?
  23. Hi again @Aquila Kytori is it at right-angle to head or in plane with jaw . Can you show me upper teeth?
  24. nods @Aquila Kytori , I am trying to learn too I cant see from your images the position of mFaceJawshaper this is mine
×
×
  • Create New...