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Phate Shepherd

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About Phate Shepherd

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  1. True... at least you know by which animation you are playing what the rot is. A little more complicated timer wise, but not significantly. I played with a single animation that coincided with food appearing and disappearing during the act of grabbing it and putting it in mouth. Works rather well, so even a single animation with known "waypoints" works (Can't think of a better term.)
  2. I was going to be silly and try and calculate the orientation of a glass to visibly tilt the liquid based on the animation. I can probably still do it, but it would be highly dependent on region lag... matching know rotations throughout an animation after starting it.
  3. Just to make sure I am not forgetting something, there is no way to get the orientation of an item that is held in the hand (or attached anywhere for that matter)? Everything, including raycast is based on the orientation of the avatar, and as far as a worn object goes, animations make no difference to orientation or position whatsoever as far as a script is concerned. The only way I could GUESS at an orientation of an object is to know: A: The orientation of the avatar, B: The orientation of the attachment and, C : What rotation the animation puts the attachment point in at known p
  4. Tested and shows animats is corrrect. Thank you. default { touch_start(integer total_number) { integer i; vector v; rotation r1; rotation r2; for (i=0; i<10; ++i) { v = <llFrand(360) - 180, llFrand(360) - 180, llFrand(360) - 180>; r1 = llEuler2Rot(DEG_TO_RAD * v); if (r1.s < 0) { r2.x = -r1.x; r2.y = -r1.y; r2.z = -r1.z; r2.s = -r1.s; } else r2 = r1;
  5. I did a test running through random XYZ values, and generated numerous negative W values. Euler in degrees: <-5.10513, -117.65760, 116.72350> Rot in radians: <0.73983, 0.42875, -0.46022, -0.23880> So, is it likely that when the quaternion was stored truncated that the XYZ were inverted if W was negative, allowing W to be recreated knowing that it will be positive? I read the notes on the .anim format, and there appears to be some confusion in the format, specifically due to a couple different versions of the format. An early version storing as Euler, and the later
  6. I think I follow, but that is where I was going. If my input quaternion has a negative W, how do i recalculate the X, Y and Z values to get W to be positive. Trying some experiments.
  7. Thats where I am lost. If it can be negative or positive, how can they be reliably storing a quaternion as 3 values in the .anim without at least storing the sign of the missing W component.
  8. I hope I can catch the eye of someone with better math skills than I have... The SL internal .anim format appears to store rotations as "Truncated Quaternions". Only X, Y and Z are stored, and W is calculated later. From the wiki: http://wiki.secondlife.com/wiki/Internal_Animation_Format "Note: These three values X Y Z appear to be the first three values of a truncated quaternion with the W term being calculated afterwards. Since a quaternion is X2 + Y2 + Z2 + W2 = 1 as long as you assume the W term has a consistent sign the X Y Z terms will be accurate." The part I don't unders
  9. Ohh.... I didn't know that had been implemented. It won't help with the reports I am getting from existing users, but I can at least visit their region and use a test rig to see if there is more info provided. Thanks!
  10. The problem is, my hosting service is... well... crap, and I need to change to another. Until that happens, I typically need to know the exact IP address of the proxy host for them to remove the block.
  11. So, I suspect my hosting service may be firewalling some of the new aws IP addresses. Since the proxy host is round robbin, how can I figure out which IP address is blocked since it is no longer the simulator IP address.
  12. There are a number of them... pick one based on the features you need: http://wiki.secondlife.com/wiki/CatText
  13. Rigging clothing is far, far easier if you do have the dev kit. I doubt the Maya female shape weights are going to be anywhere near what a particular dev kit uses.... especially when you take into account fitted mesh with the added volume bones. It is far easier to build your mesh to the dev kit, and then copy weights from the dev kit. (There are a variety of steps that can help with this, like using a shrinkwrap modifier before copying weights.) What you will run into really fast is the limit on total weights allowed per-vertex. SL only allows 4. This wasn't much of a problem with non-fi
  14. What's sad.... I forgot I submitted that before the previous reply.
  15. Not sure it has been mentioned, but the 10,000 item limit isn't just imposed on individual objects within a coalesced group, but also on object inventory within those objects. So, say you had just 2 boxes of DFS stuff, each with 5001 items in them. You now can't rez the coalesced group that is just 2 boxes. This bit me in the butt as one of my products has over 4000 items in each objects inventory. So, rezzing/deleting/picking up more than 2 of them will trigger the "No can do" error. I can't remember if I ever got around to submitting a JIRA request that coalesced groups be deprecated/
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