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VirtualKitten

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  1. Sorry to jump in but have been experiancing similar physics concerns where you can walk through walls and not fall through holes. My frend Aquila could achieve it firstly he named all the physics _PHS one for each object in blender id name . This amazingly found the physics and looked correct in uploader. Now when in Secondlife had this object in world this didn't work one of my other friends helped me realize that this was being influenced through other physics of a different object in world. currently we have a non ideal solution a mesh object with non physical and a prim invisible object it was the only way to resolve this at the time I don't know why there seems to be physics interrupting physics in world other than you need to move between them! I hopes this helps.
  2. Thank you everyone who is contributing to this debate . I can understand Optimo's points and maybe lag and haters could use this wrongly to inflict more lag. But the RP benefits would surely outweigh this problem. Could a creative solution not be made. Maya the avatar when sitting on an Animesh doesn't even sit correctly currently fidgeting if its on a moved part of mesh. It needs feed back from the primary animation which is running on Animesh to change seating position which cannot currently be achieved as the data of the location of the animation parts is not available to the Animesh . A link like a object in the dragons mouth moves like the avatar and will not remain in the mouth when animated in much the same way as a avatars sit. I tried to bone my linked objects to make them follow the objects boning structures but it did not have any affect on objects position in viewer or server. In regard to the agent solution you admitted to Optimo would this solve this if all Animesh was an 'agent' or you could have 'agent' checkbox on the features page in viewer and had the required structures to hold the attachments in place the same as agent ? Could this check box or physical character traits then tie the Animesh character to the creator or current owner and if was used in grief hate could be identified or identifiable?
  3. I am getting this error LOD Model has no parent I have advanced log here: LOD3 Model Circle.01 loaded LOD4: List of models does not include trap_door.002 Assigning LOD3 for trap_door.002 to found match trap_door.002 Search of trap_door.002_LOD2 in LOD2 list failed. Searching for alternative among LOD lists. Assigning LOD2 for trap_door.002 to found match trap_door.002 Search of trap_door.002_LOD1 in LOD1 list failed. Searching for alternative among LOD lists. Assigning LOD1 for trap_door.002 to found match trap_door.002 Assigning LOD0 for trap_door.002 to found match trap_door.002_LOD0 LOD4: List of models does not include floor_area.002 Assigning LOD3 for floor_area.002 to found match floor_area.002 Search of floor_area.002_LOD2 in LOD2 list failed. Searching for alternative among LOD lists. Assigning LOD2 for floor_area.002 to found match floor_area.002 Search of floor_area.002_LOD1 in LOD1 list failed. Searching for alternative among LOD lists. Assigning LOD1 for floor_area.002 to found match floor_area.002 Assigning LOD0 for floor_area.002 to found match floor_area.002_LOD0 Model Circle.01_LOD0 was not used - mismatching lod models. Model Circle.02_LOD0 was not used - mismatching lod models. Model Circle.01 was not used - mismatching lod models. Model Circle.02 was not used - mismatching lod models. Instance trap_door.002_LOD0 LOD 0 Verts: 6 Instance trap_door.002_LOD0 LOD 0 Tris: 2 Instance trap_door.002_LOD0 LOD 0 Faces: 1 Instance trap_door.002_LOD0 LOD 0 Material Material_010-material Instance trap_door.002 LOD 1 Verts: 48 Instance trap_door.002 LOD 1 Tris: 32 Instance trap_door.002 LOD 1 Faces: 1 Instance trap_door.002 LOD 1 Material Material_010-material Instance trap_door.002 LOD 2 Verts: 48 Instance trap_door.002 LOD 2 Tris: 32 Instance trap_door.002 LOD 2 Faces: 1 Instance trap_door.002 LOD 2 Material Material_010-material Instance trap_door.002 LOD 3 Verts: 48 Instance trap_door.002 LOD 3 Tris: 32 Instance trap_door.002 LOD 3 Faces: 1 Instance trap_door.002 LOD 3 Material Material_010-material Instance floor_area.002_LOD0 LOD 0 Verts: 9 Instance floor_area.002_LOD0 LOD 0 Tris: 5 Instance floor_area.002_LOD0 LOD 0 Faces: 5 Instance floor_area.002_LOD0 LOD 0 Material Material_003-material Instance floor_area.002_LOD0 LOD 0 Material Material_003_-__online_floor_extension-material Instance floor_area.002_LOD0 LOD 0 Material Material_004_-_posts-material Instance floor_area.002_LOD0 LOD 0 Material Material_005_-_ring-material Instance floor_area.002_LOD0 LOD 0 Material Material_007-material Instance floor_area.002 LOD 1 Verts: 757 Instance floor_area.002 LOD 1 Tris: 460 Instance floor_area.002 LOD 1 Faces: 5 Instance floor_area.002 LOD 1 Material Material_003-material Instance floor_area.002 LOD 1 Material Material_003_-__online_floor_extension-material Instance floor_area.002 LOD 1 Material Material_004_-_posts-material Instance floor_area.002 LOD 1 Material Material_005_-_ring-material Instance floor_area.002 LOD 1 Material Material_007-material Instance floor_area.002 LOD 2 Verts: 757 Instance floor_area.002 LOD 2 Tris: 460 Instance floor_area.002 LOD 2 Faces: 5 Instance floor_area.002 LOD 2 Material Material_003-material Instance floor_area.002 LOD 2 Material Material_003_-__online_floor_extension-material Instance floor_area.002 LOD 2 Material Material_004_-_posts-material Instance floor_area.002 LOD 2 Material Material_005_-_ring-material Instance floor_area.002 LOD 2 Material Material_007-material Instance floor_area.002 LOD 3 Verts: 757 Instance floor_area.002 LOD 3 Tris: 460 Instance floor_area.002 LOD 3 Faces: 5 Instance floor_area.002 LOD 3 Material Material_003-material Instance floor_area.002 LOD 3 Material Material_003_-__online_floor_extension-material Instance floor_area.002 LOD 3 Material Material_004_-_posts-material Instance floor_area.002 LOD 3 Material Material_005_-_ring-material Instance floor_area.002 LOD 3 Material Material_007-material Loader returned errors, model can't be uploaded LOD4: List of models does not include trap_door.002 Assigning LOD3 for trap_door.002 to found match trap_door.002 Search of trap_door.002_LOD2 in LOD2 list failed. Searching for alternative among LOD lists. Assigning LOD2 for trap_door.002 to found match trap_door.002 Assigning LOD1 for trap_door.002 to found match trap_door.002_LOD1 Assigning LOD0 for trap_door.002 to found match trap_door.002_LOD0 LOD4: List of models does not include floor_area.002 Assigning LOD3 for floor_area.002 to found match floor_area.002 Search of floor_area.002_LOD2 in LOD2 list failed. Searching for alternative among LOD lists. Assigning LOD2 for floor_area.002 to found match floor_area.002 Assigning LOD1 for floor_area.002 to found match floor_area.002_LOD1 Assigning LOD0 for floor_area.002 to found match floor_area.002_LOD0 Model Circle.01_LOD0 was not used - mismatching lod models. Model Circle.02_LOD0 was not used - mismatching lod models. Model Circle.01_LOD1 was not used - mismatching lod models. Model Circle.02_LOD1 was not used - mismatching lod models. Model Circle.01 was not used - mismatching lod models. Model Circle.02 was not used - mismatching lod models. Instance trap_door.002_LOD0 LOD 0 Verts: 6 Instance trap_door.002_LOD0 LOD 0 Tris: 2 Instance trap_door.002_LOD0 LOD 0 Faces: 1 Instance trap_door.002_LOD0 LOD 0 Material Material_010-material Instance trap_door.002_LOD1 LOD 1 Verts: 48 Instance trap_door.002_LOD1 LOD 1 Tris: 32 Instance trap_door.002_LOD1 LOD 1 Faces: 1 Instance trap_door.002_LOD1 LOD 1 Material Material_010-material Instance trap_door.002 LOD 2 Verts: 48 Instance trap_door.002 LOD 2 Tris: 32 Instance trap_door.002 LOD 2 Faces: 1 Instance trap_door.002 LOD 2 Material Material_010-material Instance trap_door.002 LOD 3 Verts: 48 Instance trap_door.002 LOD 3 Tris: 32 Instance trap_door.002 LOD 3 Faces: 1 Instance trap_door.002 LOD 3 Material Material_010-material Instance floor_area.002_LOD0 LOD 0 Verts: 9 Instance floor_area.002_LOD0 LOD 0 Tris: 5 Instance floor_area.002_LOD0 LOD 0 Faces: 5 Instance floor_area.002_LOD0 LOD 0 Material Material_003-material Instance floor_area.002_LOD0 LOD 0 Material Material_003_-__online_floor_extension-material Instance floor_area.002_LOD0 LOD 0 Material Material_004_-_posts-material Instance floor_area.002_LOD0 LOD 0 Material Material_005_-_ring-material Instance floor_area.002_LOD0 LOD 0 Material Material_007-material Instance floor_area.002_LOD1 LOD 1 Verts: 757 Instance floor_area.002_LOD1 LOD 1 Tris: 460 Instance floor_area.002_LOD1 LOD 1 Faces: 5 Instance floor_area.002_LOD1 LOD 1 Material Material_003-material Instance floor_area.002_LOD1 LOD 1 Material Material_003_-__online_floor_extension-material Instance floor_area.002_LOD1 LOD 1 Material Material_004_-_posts-material Instance floor_area.002_LOD1 LOD 1 Material Material_005_-_ring-material Instance floor_area.002_LOD1 LOD 1 Material Material_007-material Instance floor_area.002 LOD 2 Verts: 757 Instance floor_area.002 LOD 2 Tris: 460 Instance floor_area.002 LOD 2 Faces: 5 Instance floor_area.002 LOD 2 Material Material_003-material Instance floor_area.002 LOD 2 Material Material_003_-__online_floor_extension-material Instance floor_area.002 LOD 2 Material Material_004_-_posts-material Instance floor_area.002 LOD 2 Material Material_005_-_ring-material Instance floor_area.002 LOD 2 Material Material_007-material Instance floor_area.002 LOD 3 Verts: 757 Instance floor_area.002 LOD 3 Tris: 460 Instance floor_area.002 LOD 3 Faces: 5 Instance floor_area.002 LOD 3 Material Material_003-material Instance floor_area.002 LOD 3 Material Material_003_-__online_floor_extension-material Instance floor_area.002 LOD 3 Material Material_004_-_posts-material Instance floor_area.002 LOD 3 Material Material_005_-_ring-material Instance floor_area.002 LOD 3 Material Material_007-material Loader returned errors, model can't be uploaded LOD4: List of models does not include trap_door.002 Assigning LOD3 for trap_door.002 to found match trap_door.002 Assigning LOD2 for trap_door.002 to found match trap_door.002_LOD2 Assigning LOD1 for trap_door.002 to found match trap_door.002_LOD1 Assigning LOD0 for trap_door.002 to found match trap_door.002_LOD0 LOD4: List of models does not include floor_area.002 Assigning LOD3 for floor_area.002 to found match floor_area.002 Assigning LOD2 for floor_area.002 to found match floor_area.002_LOD2 Assigning LOD1 for floor_area.002 to found match floor_area.002_LOD1 Assigning LOD0 for floor_area.002 to found match floor_area.002_LOD0 Model Circle.01_LOD0 was not used - mismatching lod models. Model Circle.02_LOD0 was not used - mismatching lod models. Model Circle.01_LOD1 was not used - mismatching lod models. Model Circle.02_LOD1 was not used - mismatching lod models. Model Circle.01_LOD2 was not used - mismatching lod models. Model Circle.02_LOD2 was not used - mismatching lod models. Model Circle.01 was not used - mismatching lod models. Model Circle.02 was not used - mismatching lod models. Instance trap_door.002_LOD0 LOD 0 Verts: 6 Instance trap_door.002_LOD0 LOD 0 Tris: 2 Instance trap_door.002_LOD0 LOD 0 Faces: 1 Instance trap_door.002_LOD0 LOD 0 Material Material_010-material Instance trap_door.002_LOD1 LOD 1 Verts: 48 Instance trap_door.002_LOD1 LOD 1 Tris: 32 Instance trap_door.002_LOD1 LOD 1 Faces: 1 Instance trap_door.002_LOD1 LOD 1 Material Material_010-material Instance trap_door.002_LOD2 LOD 2 Verts: 48 Instance trap_door.002_LOD2 LOD 2 Tris: 32 Instance trap_door.002_LOD2 LOD 2 Faces: 1 Instance trap_door.002_LOD2 LOD 2 Material Material_010-material Instance trap_door.002 LOD 3 Verts: 48 Instance trap_door.002 LOD 3 Tris: 32 Instance trap_door.002 LOD 3 Faces: 1 Instance trap_door.002 LOD 3 Material Material_010-material Instance floor_area.002_LOD0 LOD 0 Verts: 9 Instance floor_area.002_LOD0 LOD 0 Tris: 5 Instance floor_area.002_LOD0 LOD 0 Faces: 5 Instance floor_area.002_LOD0 LOD 0 Material Material_003-material Instance floor_area.002_LOD0 LOD 0 Material Material_003_-__online_floor_extension-material Instance floor_area.002_LOD0 LOD 0 Material Material_004_-_posts-material Instance floor_area.002_LOD0 LOD 0 Material Material_005_-_ring-material Instance floor_area.002_LOD0 LOD 0 Material Material_007-material Instance floor_area.002_LOD1 LOD 1 Verts: 757 Instance floor_area.002_LOD1 LOD 1 Tris: 460 Instance floor_area.002_LOD1 LOD 1 Faces: 5 Instance floor_area.002_LOD1 LOD 1 Material Material_003-material Instance floor_area.002_LOD1 LOD 1 Material Material_003_-__online_floor_extension-material Instance floor_area.002_LOD1 LOD 1 Material Material_004_-_posts-material Instance floor_area.002_LOD1 LOD 1 Material Material_005_-_ring-material Instance floor_area.002_LOD1 LOD 1 Material Material_007-material Instance floor_area.002_LOD2 LOD 2 Verts: 757 Instance floor_area.002_LOD2 LOD 2 Tris: 460 Instance floor_area.002_LOD2 LOD 2 Faces: 5 Instance floor_area.002_LOD2 LOD 2 Material Material_003-material Instance floor_area.002_LOD2 LOD 2 Material Material_003_-__online_floor_extension-material Instance floor_area.002_LOD2 LOD 2 Material Material_004_-_posts-material Instance floor_area.002_LOD2 LOD 2 Material Material_005_-_ring-material Instance floor_area.002_LOD2 LOD 2 Material Material_007-material Instance floor_area.002 LOD 3 Verts: 757 Instance floor_area.002 LOD 3 Tris: 460 Instance floor_area.002 LOD 3 Faces: 5 Instance floor_area.002 LOD 3 Material Material_003-material Instance floor_area.002 LOD 3 Material Material_003_-__online_floor_extension-material Instance floor_area.002 LOD 3 Material Material_004_-_posts-material Instance floor_area.002 LOD 3 Material Material_005_-_ring-material Instance floor_area.002 LOD 3 Material Material_007-material Loader returned errors, model can't be uploaded LOD4: List of models does not include trap_door.002 Assigning LOD3 for trap_door.002 to found match trap_door.002 Assigning LOD2 for trap_door.002 to found match trap_door.002_LOD2 Assigning LOD1 for trap_door.002 to found match trap_door.002_LOD1 Assigning LOD0 for trap_door.002 to found match trap_door.002_LOD0 LOD4: List of models does not include floor_area.002 Assigning LOD3 for floor_area.002 to found match floor_area.002 Assigning LOD2 for floor_area.002 to found match floor_area.002_LOD2 Assigning LOD1 for floor_area.002 to found match floor_area.002_LOD1 Assigning LOD0 for floor_area.002 to found match floor_area.002_LOD0 Model Circle.01_LOD0 was not used - mismatching lod models. Model Circle.02_LOD0 was not used - mismatching lod models. Model Circle.01_LOD1 was not used - mismatching lod models. Model Circle.02_LOD1 was not used - mismatching lod models. Model Circle.01_LOD2 was not used - mismatching lod models. Model Circle.02_LOD2 was not used - mismatching lod models. Model Circle.01 was not used - mismatching lod models. Model Circle.02 was not used - mismatching lod models. Instance trap_door.002_LOD0 LOD 0 Verts: 6 Instance trap_door.002_LOD0 LOD 0 Tris: 2 Instance trap_door.002_LOD0 LOD 0 Faces: 1 Instance trap_door.002_LOD0 LOD 0 Material Material_010-material Instance trap_door.002_LOD1 LOD 1 Verts: 48 Instance trap_door.002_LOD1 LOD 1 Tris: 32 Instance trap_door.002_LOD1 LOD 1 Faces: 1 Instance trap_door.002_LOD1 LOD 1 Material Material_010-material Instance trap_door.002_LOD2 LOD 2 Verts: 48 Instance trap_door.002_LOD2 LOD 2 Tris: 32 Instance trap_door.002_LOD2 LOD 2 Faces: 1 Instance trap_door.002_LOD2 LOD 2 Material Material_010-material Instance trap_door.002 LOD 3 Verts: 48 Instance trap_door.002 LOD 3 Tris: 32 Instance trap_door.002 LOD 3 Faces: 1 Instance trap_door.002 LOD 3 Material Material_010-material Instance floor_area.002_LOD0 LOD 0 Verts: 9 Instance floor_area.002_LOD0 LOD 0 Tris: 5 Instance floor_area.002_LOD0 LOD 0 Faces: 5 Instance floor_area.002_LOD0 LOD 0 Material Material_003-material Instance floor_area.002_LOD0 LOD 0 Material Material_003_-__online_floor_extension-material Instance floor_area.002_LOD0 LOD 0 Material Material_004_-_posts-material Instance floor_area.002_LOD0 LOD 0 Material Material_005_-_ring-material Instance floor_area.002_LOD0 LOD 0 Material Material_007-material Instance floor_area.002_LOD1 LOD 1 Verts: 757 Instance floor_area.002_LOD1 LOD 1 Tris: 460 Instance floor_area.002_LOD1 LOD 1 Faces: 5 Instance floor_area.002_LOD1 LOD 1 Material Material_003-material Instance floor_area.002_LOD1 LOD 1 Material Material_003_-__online_floor_extension-material Instance floor_area.002_LOD1 LOD 1 Material Material_004_-_posts-material Instance floor_area.002_LOD1 LOD 1 Material Material_005_-_ring-material Instance floor_area.002_LOD1 LOD 1 Material Material_007-material Instance floor_area.002_LOD2 LOD 2 Verts: 757 Instance floor_area.002_LOD2 LOD 2 Tris: 460 Instance floor_area.002_LOD2 LOD 2 Faces: 5 Instance floor_area.002_LOD2 LOD 2 Material Material_003-material Instance floor_area.002_LOD2 LOD 2 Material Material_003_-__online_floor_extension-material Instance floor_area.002_LOD2 LOD 2 Material Material_004_-_posts-material Instance floor_area.002_LOD2 LOD 2 Material Material_005_-_ring-material Instance floor_area.002_LOD2 LOD 2 Material Material_007-material Instance floor_area.002 LOD 3 Verts: 757 Instance floor_area.002 LOD 3 Tris: 460 Instance floor_area.002 LOD 3 Faces: 5 Instance floor_area.002 LOD 3 Material Material_003-material Instance floor_area.002 LOD 3 Material Material_003_-__online_floor_extension-material Instance floor_area.002 LOD 3 Material Material_004_-_posts-material Instance floor_area.002 LOD 3 Material Material_005_-_ring-material Instance floor_area.002 LOD 3 Material Material_007-material Loader returned errors, model can't be uploaded Looking for file: C:\Users\Administrator\Documents\ROPE\ROPE scene9(without screws)_LOD2.dae for LOD 2 Looking for file: C:\Users\Administrator\Documents\ROPE\ROPE scene9(without screws)_LOD1.dae for LOD 1 Looking for file: C:\Users\Administrator\Documents\ROPE\ROPE scene9(without screws)_LOD0.dae for LOD 0 Looking for file: C:\Users\Administrator\Documents\ROPE\ROPE scene9(without screws)_PHYS.dae for LOD 4 LOD4: List of models does not include trap_door.002 Assigning LOD3 for trap_door.002 to found match trap_door.002 Assigning LOD2 for trap_door.002 to found match trap_door.002_LOD2 Assigning LOD1 for trap_door.002 to found match trap_door.002_LOD1 Assigning LOD0 for trap_door.002 to found match trap_door.002_LOD0 LOD4: List of models does not include floor_area.002 Assigning LOD3 for floor_area.002 to found match floor_area.002 Assigning LOD2 for floor_area.002 to found match floor_area.002_LOD2 Assigning LOD1 for floor_area.002 to found match floor_area.002_LOD1 Assigning LOD0 for floor_area.002 to found match floor_area.002_LOD0 Model Circle.01_LOD0 was not used - mismatching lod models. Model Circle.02_LOD0 was not used - mismatching lod models. Model Circle.01_LOD1 was not used - mismatching lod models. Model Circle.02_LOD1 was not used - mismatching lod models. Model Circle.01_LOD2 was not used - mismatching lod models. Model Circle.02_LOD2 was not used - mismatching lod models. Model Circle.01 was not used - mismatching lod models. Model Circle.02 was not used - mismatching lod models. Instance trap_door.002_LOD0 LOD 0 Verts: 6 Instance trap_door.002_LOD0 LOD 0 Tris: 2 Instance trap_door.002_LOD0 LOD 0 Faces: 1 Instance trap_door.002_LOD0 LOD 0 Material Material_010-material Instance trap_door.002_LOD1 LOD 1 Verts: 48 Instance trap_door.002_LOD1 LOD 1 Tris: 32 Instance trap_door.002_LOD1 LOD 1 Faces: 1 Instance trap_door.002_LOD1 LOD 1 Material Material_010-material Instance trap_door.002_LOD2 LOD 2 Verts: 48 Instance trap_door.002_LOD2 LOD 2 Tris: 32 Instance trap_door.002_LOD2 LOD 2 Faces: 1 Instance trap_door.002_LOD2 LOD 2 Material Material_010-material Instance trap_door.002 LOD 3 Verts: 48 Instance trap_door.002 LOD 3 Tris: 32 Instance trap_door.002 LOD 3 Faces: 1 Instance trap_door.002 LOD 3 Material Material_010-material Instance floor_area.002_LOD0 LOD 0 Verts: 9 Instance floor_area.002_LOD0 LOD 0 Tris: 5 Instance floor_area.002_LOD0 LOD 0 Faces: 5 Instance floor_area.002_LOD0 LOD 0 Material Material_003-material Instance floor_area.002_LOD0 LOD 0 Material Material_003_-__online_floor_extension-material Instance floor_area.002_LOD0 LOD 0 Material Material_004_-_posts-material Instance floor_area.002_LOD0 LOD 0 Material Material_005_-_ring-material Instance floor_area.002_LOD0 LOD 0 Material Material_007-material Instance floor_area.002_LOD1 LOD 1 Verts: 757 Instance floor_area.002_LOD1 LOD 1 Tris: 460 Instance floor_area.002_LOD1 LOD 1 Faces: 5 Instance floor_area.002_LOD1 LOD 1 Material Material_003-material Instance floor_area.002_LOD1 LOD 1 Material Material_003_-__online_floor_extension-material Instance floor_area.002_LOD1 LOD 1 Material Material_004_-_posts-material Instance floor_area.002_LOD1 LOD 1 Material Material_005_-_ring-material Instance floor_area.002_LOD1 LOD 1 Material Material_007-material Instance floor_area.002_LOD2 LOD 2 Verts: 757 Instance floor_area.002_LOD2 LOD 2 Tris: 460 Instance floor_area.002_LOD2 LOD 2 Faces: 5 Instance floor_area.002_LOD2 LOD 2 Material Material_003-material Instance floor_area.002_LOD2 LOD 2 Material Material_003_-__online_floor_extension-material Instance floor_area.002_LOD2 LOD 2 Material Material_004_-_posts-material Instance floor_area.002_LOD2 LOD 2 Material Material_005_-_ring-material Instance floor_area.002_LOD2 LOD 2 Material Material_007-material Instance floor_area.002 LOD 3 Verts: 757 Instance floor_area.002 LOD 3 Tris: 460 Instance floor_area.002 LOD 3 Faces: 5 Instance floor_area.002 LOD 3 Material Material_003-material Instance floor_area.002 LOD 3 Material Material_003_-__online_floor_extension-material Instance floor_area.002 LOD 3 Material Material_004_-_posts-material Instance floor_area.002 LOD 3 Material Material_005_-_ring-material Instance floor_area.002 LOD 3 Material Material_007-material Loader returned errors, model can't be uploaded Instance trap_door.002_LOD0 LOD 0 Verts: 6 Instance trap_door.002_LOD0 LOD 0 Tris: 2 Instance trap_door.002_LOD0 LOD 0 Faces: 1 Instance trap_door.002_LOD0 LOD 0 Material Material_010-material Instance trap_door.002_LOD1 LOD 1 Verts: 48 Instance trap_door.002_LOD1 LOD 1 Tris: 32 Instance trap_door.002_LOD1 LOD 1 Faces: 1 Instance trap_door.002_LOD1 LOD 1 Material Material_010-material Instance trap_door.002_LOD2 LOD 2 Verts: 48 Instance trap_door.002_LOD2 LOD 2 Tris: 32 Instance trap_door.002_LOD2 LOD 2 Faces: 1 Instance trap_door.002_LOD2 LOD 2 Material Material_010-material Instance trap_door.002 LOD 3 Verts: 48 Instance trap_door.002 LOD 3 Tris: 32 Instance trap_door.002 LOD 3 Faces: 1 Instance trap_door.002 LOD 3 Material Material_010-material Instance floor_area.002_LOD0 LOD 0 Verts: 9 Instance floor_area.002_LOD0 LOD 0 Tris: 5 Instance floor_area.002_LOD0 LOD 0 Faces: 5 Instance floor_area.002_LOD0 LOD 0 Material Material_003-material Instance floor_area.002_LOD0 LOD 0 Material Material_003_-__online_floor_extension-material Instance floor_area.002_LOD0 LOD 0 Material Material_004_-_posts-material Instance floor_area.002_LOD0 LOD 0 Material Material_005_-_ring-material Instance floor_area.002_LOD0 LOD 0 Material Material_007-material Instance floor_area.002_LOD1 LOD 1 Verts: 757 Instance floor_area.002_LOD1 LOD 1 Tris: 460 Instance floor_area.002_LOD1 LOD 1 Faces: 5 Instance floor_area.002_LOD1 LOD 1 Material Material_003-material Instance floor_area.002_LOD1 LOD 1 Material Material_003_-__online_floor_extension-material Instance floor_area.002_LOD1 LOD 1 Material Material_004_-_posts-material Instance floor_area.002_LOD1 LOD 1 Material Material_005_-_ring-material Instance floor_area.002_LOD1 LOD 1 Material Material_007-material Instance floor_area.002_LOD2 LOD 2 Verts: 757 Instance floor_area.002_LOD2 LOD 2 Tris: 460 Instance floor_area.002_LOD2 LOD 2 Faces: 5 Instance floor_area.002_LOD2 LOD 2 Material Material_003-material Instance floor_area.002_LOD2 LOD 2 Material Material_003_-__online_floor_extension-material Instance floor_area.002_LOD2 LOD 2 Material Material_004_-_posts-material Instance floor_area.002_LOD2 LOD 2 Material Material_005_-_ring-material Instance floor_area.002_LOD2 LOD 2 Material Material_007-material Instance floor_area.002 LOD 3 Verts: 757 Instance floor_area.002 LOD 3 Tris: 460 Instance floor_area.002 LOD 3 Faces: 5 Instance floor_area.002 LOD 3 Material Material_003-material Instance floor_area.002 LOD 3 Material Material_003_-__online_floor_extension-material Instance floor_area.002 LOD 3 Material Material_004_-_posts-material Instance floor_area.002 LOD 3 Material Material_005_-_ring-material Instance floor_area.002 LOD 3 Material Material_007-material Loader returned errors, model can't be uploaded
  4. FridayAfternoon yes you are spot on correct it is related to animesh the math may be hard as a translation matrix but it must already exist in Secondlife to move other items I cant see how this is is impossible if its already being done?
  5. Hi everyone, I am having problems copying a 'shader' from one object to another I box selected it in blender 2.93 and the right clicked copied it and pasted it into another object. The result of this shading was not the same on both objects the first object had it BaseColor set by the 'shader' to 'brightContrast' but the second BaseColor was set by a base colour. How do I copy this 'shader' so its the same shader for both objects please? Object 1 You should also note that it has not deleted existing shader which is causing the problem Object 2 Hugs D x
  6. Why is that @arton Rotaru we really need this as the animations look silly with people sitting on animals when they bounce around a bit. An item linked with bones in would if animated by the bone move root position of avatar with the vector translation map . Like wise its really near impossible to have fire from a dragons mouth as when the animation moves the head there is no movement of particle that can be afforded on fly . Why can not a same ball be made in blender that shares bones with mouth and is moved by mouth when animation moves bones or fake bones as in LSL as its a translation vector map this would keep flames in mouth. The current models look ungainly and unrealistic in LSL unlike what blender can achieve. No one can give an alternative amount of coding that will put these right. It Linden added a new light model which was fantastic why did these basics not get covered first surly that would benefit all the community? Can you please set up a poll? Hugs Denise
  7. 1) (prefered )Is there an update to to have a linked object with same armature sharing bones which follow the armature animation so that saddles and other objects like fire smoke particles can be placed and remain on armature with the armatures in them to set their position where they are placed during an animation or keyframe move? 2) Is there an update to the particle system to set an output that can be tied to an armature part that will move with the animation like breath while moving a face?
  8. Are you aware mesh balls are not alive ? I don't anyone is looking at my code or paying attention to the question . You seem to have all gone off topic my item that had boundaries of movement in it the request was to create animal like movement in air on in land with regard to a pattern of random movement through Bezier curves within this frame. I sent gypsy my box with code online which is also on here so that she could have a starting point . I am still hopeful all of you can have helpful input as no one knows how to do this and I keep getting asked in world if its solved . I just point them back here . Hugs Dx
  9. Hmm its becoming an interesting topic again but its still not an animal movement script sadly
  10. i tried on_rez(integer param) { gListener = llListen(-88,"",NULL_KEY,""); llSetPrimitiveParams([PRIM_PHYSICS,TRUE]); llSetPhysicsMaterial(GRAVITY_MULTIPLIER, 1,0,0,0); llSetTimerEvent(1); } and it worked there must be a bug in on_rez
  11. I tried on_rez(integer param) { gListener = llListen(-88,"",NULL_KEY,""); llSleep(1); llShout(-88,"ON|"); } in case the listner was not running
  12. It was in the root quinstess i tried a part of the whole with your touch script it did fall with that so why does my script above not do same thing and run upon rez ?
  13. i tried this in my mesh it did not do that has it has 43 links I tried in prim it did do that so why does it not do it using my script in individual parts.
  14. Quintessa , nope its a very simple script but it doesn't do the same as parameter see diagram post one from a spherical ico sphere shape. It hangs in the air like in the image until its goes by way of timer. If i manually turn this on it drops into bits how its supposed too integer gListener=0; key target = NULL_KEY; integer time_delay; default { on_rez(integer param) { llSleep(1); llShout(-88,"ON|"+(string)llGetStartParameter( )); } state_entry() { gListener = llListen(-88,"",NULL_KEY,""); } touch_start(integer total_number) { if(llDetectedKey(0)==target) llDie(); } timer() { if(llGetUnixTime()-time_delay >(60*35.5)) llDie(); } listen(integer ch,string name, key ID, string msg) { list l = llParseString2List(msg,["|"],[]); if(ch == -88 && msg=="ON") { target= llList2Key(l,1); llSetPrimitiveParams([PRIM_PHYSICS,TRUE]); llSetPhysicsMaterial(GRAVITY_MULTIPLIER, 1,0,0,0); llSetTimerEvent(1); } } } Hugs Dx
  15. I have a group of items which is not working I notice if i set the physics check box on they fall to the ground. Whith the two script lines in it just falls from sphere to this : It just stays here without falling to ground gravity is set to 1 using these lines without any affect why does this only fall to ground with physics check box on: llSetPrimitiveParams([PRIM_PHYSICS,TRUE]); llSetPhysicsMaterial(GRAVITY_MULTIPLIER, 1,0,0,0); Thanks Dx
  16. I gave up and went with KFM lol but thanks it was easier to control. Hugs Dx
  17. also tried with velocity rotation Rot = llGetRot(); vector pos = llGetPos(); vector relativeVel = <3.5,0.0,0.0>; vector ahead = <1.5, 0, 0>; vector RezVel = relativeVel*Rot; vector offsetpos = pos + ahead*Rot; llRezObject("Magic", offsetpos, RezVel, Rot, 1); but it didnt shoot off
  18. Golly were to start, I have a mesh like a mushroom that I am spinning like a top with physics on and bouyancy llSetLinkPrimitiveParamsFast(1,[PRIM_PHYSICS,TRUE]); llTargetOmega(llRot2Up(llGetLocalRot()), PI*2, 1.0); llSetPhysicsMaterial( GRAVITY_MULTIPLIER, -0.5 ,0.0, 0.0, 0.0 ) ; Now this all gets out of control when i send it to a target which its vector is at midpoint so it lifts up and flies falling over . How do keep one end on land or surface i am on. The trouble is as soon as it flies TargetOmega shifts and spins it instead of rotates in a circle around the end I want on the floor. Can anyone save me from this madness of today please Hugs D.
  19. it must be something to being on another sim as it pulls the right data in region
  20. Quistess. Thanks I think its providing these big numbers when I am on another sim but not in my region which is very odd . I note the use of modulus but are you obtain the result from the body like the sim name or from metadata? Also modulus is and integer operator so are you using llRound first SURL = "http://maps.secondlife.com/secondlife/"+body + "/"+(string)(llRound(local_pos.x) % 256)+"/"+(string)(llRound(local_pos.y) % 256)+"/"+(string)llRound(local_pos.z); This gave me http://maps.secondlife.com/secondlife/Simname/-33/32/3500 which is clearly not /223/32/3500 is it because of the negatives?
  21. Ok I have a problem if i tp in region it works to get data from Landmark if I try this in another sim the region location is read completely different using same routine it should be /223/32/3500 but instead returns /-35617/71968/3500 this makes no sense as its the same data server routine as you see its only x and y that are wrong do I have to subtract the region corner?: dataserver(key _QueryId, string _data) { if (_QueryId== req) { Absolute = llGetRegionCorner() + (vector)_data; local_pos = (vector)_data; vector grid = Absolute / 256.0; req= llHTTPRequest("https://cap.secondlife.com/cap/0/b713fe80-283b-4585-af4d-a3b7d9a32492?" + "var=name&grid_x=" + (string)llFloor(grid.x)+ "&grid_y=" + (string)llFloor(grid.y), [], ""); } } Why is _data returning different value when in another sim please ? and how do i make sure it gets correct information from landmark that its reading. Thanks D
  22. Ok i have req= llHTTPRequest("https://cap.secondlife.com/cap/0/b713fe80-283b-4585-af4d-a3b7d9a32492?" + "var=name&grid_x=" + (string)llFloor(regionCoords.x)+ "&grid_y=" + (string)llFloor(regionCoords.y), [], ""); but this has no z value how does it know what height to go to please ?
  23. Thanks Jenna , Ok Everyone I have tested all the LSL transport teleport API and to summarize what I found . 1) not one will tp anyone else apart from the code I started with. 2) llTeleportAgentGlobalCoords and llSetRegionPos will allow seated transports. 3) llTeleportAgent is almost same as llSetRegionPos but transports Agent in Region. 4) LlMapDestination puts up an unrealistic Map, if i didn't know where i was going I would have asked for a map. If I was traveling by plane or boat or portal it would take me by known Landmark even from a script.. 5) My script Page 1 will TP my guests not just my avatar . But only in the same region. I am going to use this instead of .llTeleportAgent and llSetRegionPos and hope for a back door to sim travel by similar non API method?
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