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chrixbed

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  1. I'm working on a live show in which I use Avatar Bots, Mesh, Particles and other various motion tools and stuff I build myself. When it will be ready, where and how do you think I should advertise that ? Here is an example of what I'm doing:
  2. Well done ,very imaginative and good sync between image and music!
  3. that a pretty cool shape too, turn only in one direction, I will try that !
  4. As a geek moment, I did a test using a Gömböc mesh shape. A Gömböc is a fascinating mathematical object that is a convex three-dimensional homogeneous body that when resting on a flat surface has just one stable and one unstable point of equilibrium. I did this object out of curiosity to see how Second Life Game Engine can handle that type of physique. You can try it too if you want: https://marketplace.secondlife.com/p/Gomboc/20643635 Important: This is not my creation, you can find the original 3D STL file source at this link: https://www.thingiverse.com/thing:523643
  5. I try to apply this on all the prim that Avatar will sit on by modifying only llSitTarget() and not call the rotation for the prim it self. But his case is not working. rotation LinkedLookAt( vector Target){ rotation rotvec = llRotBetween(<0,1,0>,llVecNorm((Target - llGetPos()))); rotation rotbet = rotvec/llGetRootRotation(); llSetRot(rotbet); // return rotbet; return llEuler2Rot(<0.0,0.0,-PI/2>)*rotvec/llGetRot(); } default { state_entry() { list ListPosLocal = llGetLinkPrimitiveParams(1, [PRIM_POS_LOCAL]); llSetLinkPrimitiveParamsFas
  6. Yeah that work ! thanks! I'm always a bit confuse with rotation...
  7. I'm building an object with 6 pose ball that I want to look at the root. I can change the orientation of each pose ball but if I try to apply the calculated orientation to the pose ball the llSitTarget() seem not to follow that. What I'm doing wrong ? Here is the code I put in every Link Child Prim: rotation LinkedLookAt( vector Target){ rotation rotvec = llRotBetween(<0,1,0>,llVecNorm((Target - llGetPos()))); rotation rotbet = rotvec/llGetRootRotation(); llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_ROTATION, rotbet]); return rotbet; } default { state_entry(
  8. No worries Rolig, now I know what it's possible or not and move to something else🙂
  9. Well I guess the only option is to delete it manually. Thanks Anna !
  10. Ok I just try llRetunObjectsByID(), I do own the land but is not working, anything I'm missing ? //Rez an object on touch string object = "ObjectB";//Object in inventory integer start_param = 10; rotation rot; list objects; // requierd to store UUID of the object to Delete/Return default { state_entry() { rot = llEuler2Rot(< 0, 90, 90> * DEG_TO_RAD); } touch_start(integer a) { vector vec = llGetPos() + < 0.0, 0.0, 5.0>; vector speed = llGetVel(); llRezAtRoot(object, vec, speed, rot, start_param); llSleep(5); l
  11. Aww llReturnObjectsByID()!! that what I was looking for, you are the best Rolig 🙂
  12. If I can't modify the rezzed object i.e. I can't add a listen() with a llDie() script in it. What are my options; delete it manually only ?
  13. I want to rez and "Object B" from a rezzer "Object A" and remove it after. I have the right to copy/delete and rez the "ObjectB" but not to modify it. Basically, I want to be able to rez a purchase objects on my land and be able to remove them from one single rezzer. How can I do this ? Note: I know that I can use llDie() into the rezzed object but I would like to do it from outside. Here is the code I try to use in the Object A (the rezzer): string object = "Object B";//Object in inventory with right to copy/transfert but not to modify integer start_param = 10; rotation rot; key
  14. Wulfie, I just test it and OMG, that work so well !! This a very good example on how to use Bezier curve on multiple link set, wow!
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