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Vulpinus

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  1. This one made me scratch my head for a while (actually bang it on unexpected invisible physics). Is this expected behaviour? I uploaded all the doors for my house separately from the rest of the house, so I could use Solid/Analyse to get the hinges to work with the usual outlying triangle. All the doors were exported from Blender and uploaded together. Most of them worked; four didn't. All were made in an identical fashion (and were duplicates of one that did work). The physics on those four looked almost reversed. If I uploaded the failed doors individually, the physics was as
  2. Hmm... I wasn't going to mention this, because it's the weirdest thing yet, and I haven't been smoking anything funny. But I will... (mention it I mean, not smoke something funny)... After it not reproducing in RLV viewer, I copied the files from the new place that I had moved them to for RLV viewer, back to where they were originally for my HUD. The issue would not reproduce in either Catznip or FS, at first. Follow this carefully!: I installed RLV viewer, and found I needed to make changes to get my system to work. I Moved the F26 and F27 folders from #RLV/.FAST_Demon/ to di
  3. I take that back... wasn't that much to do. I had to rename the folders and move items about, but I'm attaching and detaching the same set of objects. The issue does not seem to happen in RLV viewer.
  4. My HUD (and the simple test script in my OP) do not seem to function in RLV viewer. It's quite different I guess. A brief look at the site shows I need a lot of changes to make it work, and I haven't even found the command protocol yet. Might take some time.
  5. hmm... does seem sort of similar, but nothing in that about how to reproduce that is needed here. Interesting that it mentions Water Horse avatars though. I use an Aesthetic body normally, and I've just tried reproducing my issue wearing another mesh body, and a naked system body. All reproduce my issue exactly when I detach the horse and attach another folder quickly. Everything happened exactly the same. So it points towards the horse causing it. Only when the horse is linked with it's accessory parts and attached/detached as one object, but not when they are all attached as separ
  6. Ahh - not seen those before. Nope - doesn't work. Just tried it and still 1m in the air.
  7. Do you mean from the Avatar Health menu, Stop Avatar Animations and Undeform? Those have no effect. First thing I tried
  8. Nice idea, and I do use that in the HUD to move the horse to the ground (-12cm) when attached. I disabled it during troubleshooting the above issue. However, when the floating-in-the-air issue happens, if I try to use adjustheight to prevent the issue by putting me back on the ground (with a -115cm setting - I tried it), it will bury me in the ground when the issue doesn't happen. There's no way to know if it happens or not, not in a script anyway. It's obvious looking at the screen of course. ETA: Oh yes, I forgot that since the hovering effect is local to my viewer, anyone else see
  9. This is a complex one due to what I'm doing, and probably hard for someone else to reproduce. I have reproduced it over and over, all weekend. I cannot yet reproduce it with my alt (who also has the horse) although we don't have all the same items otherwise. The Issue When I quickly detach a bento horse attachment and reattach something else, using RLV commands to do so, the hover height from the bento horse gets stuck and the avatar then stays a metre in the air. Video Link Long-winded Description I use the Water Horse Bento Riding Horse (an attachment, not vehicle) a
  10. ETA: Sorry I just wrote a load of rubbish. The bottom line is that the prim will move with its attachment point, because it isn't rigged. If you want particles at that attachment point, it will work. If you want them rigged to another bone, that isn;t exposed in the viewer as an attachment point, it won't work. The (unrigged) prim will move with the attachment point, not the bone you want it at. OK if you stay still, not when you move and animate.
  11. True. Clouds, linings, and all that. I'll have to think of something else to do with my newfound power That's two things I've learned today, including what a haiku is.
  12. Aye, unfortunately adding a child prim won't work for me because it won't move relative to the bone I need it at. I thought I had such a good idea, that I hadn't seen done before, and I even learned about rigging to make it happen, lol. I was so disappointed when I found out why I hadn't seen it done before
  13. I've just spent L$10,000 on Avastar for just one project, only to find that the particle source on rigged mesh attachments is avatar centre, and this is expected behaviour!!! It's killed my wonderful idea stone dead. What idiot decided that? Seriously, I rarely whinge about SL (since I learned how things work here) but that is just stupid. Especially now we have Bento with loads of new possibilities... think what we could achieve without this ridiculous limitation. Arghhh! /rant.
  14. Whirly, what program do you use to make the video you put in the JIRA? I've tried some in the past but they never worked well for me. I could show you exactly what I'm seeing here...
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