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Grim Bracken

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  1. Xiija wrote: not sure if this helps, but... this will give a kinda smooth child rotation in a 0.02 second timer... ( rotating child prim ....#3, root is #1) timer() { vector rotationAngle = <0, 0.03, 0> ; list params = llGetLinkPrimitiveParams(3,[PRIM_ROT_LOCAL]); rotation childRot = llList2Rot(params,0); llSetLinkPrimitiveParamsFast(3, [ PRIM_ROT_LOCAL, childRot * llEuler2Rot(rotationAngle) ]); } This is the solution that worked best for my project. The Omega spin did not work reliably no matter what way I engaged it. PRIM_ROT_LOCAL seems to be that way to go. It's actually pretty darn smooth using the above settings. Again, thanks to everyone for your help! - Grim
  2. Thanks for all the great suggestions. I will try them today and report back what I find. - Grim
  3. Hello everyone, I'm working on a project where the root prim rotates a child prim using the following code. rotate_counter() { vector rotationAngle = <0, 1, 0> * llTan(85); llSetLinkPrimitiveParams(3, [ PRIM_OMEGA, rotationAngle, 1.0, 1.0 ]); }This root prim also sets the same child prim texture and texture animation every six seconds using the following code. llSetLinkPrimitiveParamsFast(3, [PRIM_TEXTURE, ALL_SIDES, "blah", <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0]); llSetLinkTextureAnim(3, ANIM_ON | LOOP, ALL_SIDES, 4, 4, 1.0, 11.0, 23 );For some reason the code that changes the texture and it's texture animation causes the child prim to stop it's OMEGA spin. Sometimes, it doesn't and sometimes it does. The behavior is intermittent and there doesn't seem to be a pattern. Does anyone have any ideas why the problem occurs? Is there another, more predictable way of spinning a child prim smoothly? Thanks for any help, -Grim
  4. That helped a lot Jake. Thanks. the two affected objects had a name of "Orco" instead of "UVMap". After changing them to "UVMap" they joined perfectly. Still have the issue of the normals reversing though. Edit: Recalculating the normals seems to be working pretty well. Not sure how the normals get messed up by joining in the first place.
  5. Hello all, I'm having an issue with joining objects in Blender and I'm wondering if others have experienced this. When I join objects some of the objects seem to lose their UV Maps. Everything will look perfectly mapped before I use the join function. Also, sometimes the normals will be reversed. Does anyone have any advice for avoiding this issue? Thanks, Grim Bracken
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