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FoxyByNature

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  1. That does indeed do the trick well enough. I can live with it not facing forward when I'm not stood up and there's only a short 'start-up' sequence where the avatar might not be where expected due to its animation moving it away from centre. Not a problem - I'll get rid of that bit of the fairy's animation. My fairy is now attached to avatar centre and no longer takes a nose dive if I sit down. Thank you all for the help.
  2. D'oh! Yes, I sort of did know that, but it seemed to be almost working so it didn't really make it into my brain. Thank you Qie, at least I know now even if I don't like it. No wonder hours of searching didn't turn up a solution. No, those workarounds won't really work here but thanks anyway. I've used particles like that before though. Guess I'll just have to put up with things as they are. I'll go back to playing with BOM. I love that! So many tattoos... such little time; now I can wear them all at once again! (and look an unholy mess 🤣 )
  3. Please point (ha!) me in the right direction with this... I've been trying to add a script to an animated (flying) attachment I have, so that it always stays upright when I sit on a chair which causes my avatar's rotation to change (for instance lying down or inclined). It's also important that the attachment remain facing the same way as my avatar is looking, in a horizontal plane I mean, at least mostly. I've had partial success with the following code. I tried it by sitting on a cube and rotating it with the edit controls, while wearing the attachment. The attachment was continually adjusted to stay upright if I rotated the cube seat's x and y, but not z at the same time, or z alone but not x or y. If I tried rotating all together, the attachment just went to an odd angle. I'm guessing I need something like llRot2Up, but my brain started melting and my many experiments have failed. As has searching although surely I'm not the first to want to do this. rotation avatar_rot; vector avatar_vec; default { state_entry() { llSetTimerEvent(0.5); } timer() { avatar_rot=llGetRot(); avatar_vec=llRot2Euler(avatar_rot); llSetRot(llEuler2Rot(<avatar_vec.x,avatar_vec.y,0>)); } } The code goes in the attachment's root prim. I can usually script quite well, but rotations just hurt.
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