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Lolita Erin

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Posts posted by Lolita Erin

  1. Hello, this has been issue for me from many years, i like to know if there is a solution,

    When i link or unlink to a mesh objects some or the Linked object change very small the rotation Z  for example from 90 to 89.95. and thats enought to notice the problem

    is anyone has experince this issue? Thanks

    image.png.2bb6aeacc04b1ddc28b8a829ded8a255.png

     

     

  2. 2 hours ago, Rolig Loon said:

    Each of these replies is telling you the same thing. If you are hoping to use llTargetOmega to make the child prim revolve around the root, you cannot do it without also rotating the root.  I suspect that's what you have been trying so far. llTargetOmega is a very helpful function but it is limited.  If you put it in the root prim, it rotates the entire linkset.  If you put it in a child prim, it rotates that child. All of the rotation is done client-side.  As far as the SL servers are concerned, none of the prims is actually rotating at all.  If you want to make a more complicated set of rotating objects, you need to make the servers do the work in a timed looping sequence by using llSetRot, llSetLocalRot, or the parameters in llSetLinkPrimitiveParams.  The mathematics can be rather complicated, but it's the only way to solve your problem.

    Thank you , and yes i try the llTargetOmega and make rotation the child but not do the orb like i need it. thanks again i try to figure out

  3. 6 hours ago, Myrmidon Hasp said:

    If I'm understanding correctly, you're interested in having a child prim rotate around the root as if it was orbiting the root prim, not just rotating the child prim. I'm not sure if there's a more elegant way to accomplish this nowadays, but you can use a while loop to step through some simple trigonometry and progressively set the position of the orbiting child prim. I tore this little function out of one of my other projects and gave it a quick edit so it isn't going to do exactly what you're looking for, but it should show you how to do the math to plot a circle in a set number of slices.

    
    Xsurround(integer slices)  // slices refers to how smoothe of a circle gets plotted. Larger values make for smoother circles.
    {// when run within a child prim, progressively sets the position in circle around X axis 
        integer count=0; //initialize the loop count
        vector position=ZERO_VECTOR; //sets the centerpoint of the circle
        float radians=DEG_TO_RAD*360/slices; //calculates how many radians are incrimented per slice
        float radius=1; //sets how far out from the centerpoint to set the position
        while (count<=slices)
        {
            position.z = radius*llSin(radians * count); //calculates the z component of the circle
            position.y = radius*llCos(radians * count); //calculates the y component of the circle
            llSetPos(position); // sets the position, if this script is in a child prim it uses local coordinates
            ++count; //incriments the loop count
        }
    }

    You'll need to switch to a different function to set the position of a child prim from a root prim to really get what you're after. This doesn't change the rotation of the child prim, so you'll need to figure out where you want it to face with llRotBetween() and then use  llSetLinkPrimitiveParamsFast(linknum, [PRIM_ROT_LOCAL, desiredRoration]); to actually set it. 

    You may get some timing  issues if you use the fast versions of the llSet* functions, in that case you may want to use the regular functions or add some more padding by breaking the while loop out into a timer event so everything lands in sequence. 

    I can also send some example scripts or objects if you'd like.

    Thank you i will try to follow your advise!

  4. Thanks for the answers, but i know about mesh, i all ready made a boat and is working great with a script as a physical true (lest than 32 in physics), but i made a new boat, and i use seperate layers for prims and physics, but this is a bigger yacht that the previus i made, i dont like the idea to use the phantom because disable the hiting of the other boats lookk unrealistic.

     

    I notice that there are some boats over the limits i just wonder how they do it.

    thanks again

  5. Hello, i have search for any releated post but many are too old and inconclusive, 

    I like to know if it is posible to move a boat non physical enabled, i have works for months on a yacht and i have pass the 32 limit physics =, i have notice some bandits boats have over 100 physics so it must be posible to make it move smoot, if anyone have experince or give me advise of how can i do it i will apriciate.

     

    thank you.

  6. Hello, i been trying to make a particle to simulate the splashing of the water on a boat, but i just cant make it look realistic as other boat i have seen, i have couple particles studios for generate but i just cant get it, any ideas or tips?

    Thanks so much for any help

  7. Hello everybody, recentrly i buy a pack for swiming animation, the swim animation is great but is stay swiming in same place, i know is animation and here is my question how can i make the animation when siting on prim move for couple metters or rotate whitout me using keybord?

    thanks for any help or advise

  8. 17 hours ago, ChinRey said:

    Yw :)

    Edit:

    (Paging @Lolita Erin in cse you've already read my original and overlook this edit...)

    Looking closer at your mesh physics, you did upload with analyzed physics, didn't you? And you made it from complete cubes, not just single surfaces? And you changed the physics shape from convex hull to prim after you uploaded? The reason I ask is that a mesh with hull physics identical to the prim model should have a a physics weight of 6.5, not 3.5. Arton warned us not to use triangle phsyics for vehicles and he's the expert so we better listen to him...

    Hi ChinRey  yes i did upload only one face and change to prim.

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