# Phate Shepherd

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1. ## Getting orientation of a handheld object.

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. ## Getting orientation of a handheld object.

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. ## Getting orientation of a handheld object.

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. ## Calculating W for a "Truncated Quaternion"

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. ## Calculating W for a "Truncated Quaternion"

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. ## Calculating W for a "Truncated Quaternion"

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. ## Calculating W for a "Truncated Quaternion"

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. ## Calculating W for a "Truncated Quaternion"

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. ## Outbound HTTP Bad Gateway (502) errors again.

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. ## Outbound HTTP Bad Gateway (502) errors again.

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. ## Outbound HTTP Bad Gateway (502) errors again.

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. ## A way to use custom font in the in-world chat? (psuedo translator, actual font change, literal tiny image display, etc)

There are a number of them... pick one based on the features you need: http://wiki.secondlife.com/wiki/CatText
13. ## How Does a Mesh Object Become Clothing? (cross post)

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