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About Me

Found 34 results

  1. I was following a few avastar tutorials for adding physics to an original mesh model but all of them go from where I was, finishing weight painting, to going to a category called 'fitting' and generating weights for physics. That's where the red physics bones show up and they continue from there. But my avastar is lacking this option. What did I do wrong? Is there an update I'm missing, a setting, some sort of priming for the model to be done first? Alternatively, is there an alternate way to add physics bones in blender that will work with second life's physics? Other people Me I am using a second life skeleton, if that helps any.
  2. Hello! I build a vehicle and I have a question about physics shape. it will be a two-story bed and when I get up from the bed, it throws me up through the roof. How to make it not to throw up but push me inside? Any suggestions? all the other positions push me to the right way. I have an idea to make the roof not three cubic blocks but one continuous block curved in two places along the roof arc. What do you think will help? Does it depend on the thickness of the block? still get very thin.
  3. Hello! I have a question for ACS/KCP users. I make a truck and it is very important that you can walk inside the body. I created a simplified cubic physical shape with hollow inside, when I upload a model, I press the analyze, and everything goes fine. But the body turns into a convex hull when used, and I cannot walk inside. I manually set it to prim, but after reload it goes back to convex hull. I asked a question in a group, but did not get an answer. Generally a very bad service, yes, there is a site with a description, but it feels like they left me alone. Author never responds. Maybe it is a somekind keyword? I am using "solid" and "mesh" keywords - no help. Or I am even ready to switch to the old version (I am on 7.02). I use the viewer without Open Sim, so I don’t think that's the point. Any suggestions?
  4. I wear a rather bouncy physics layer that looks a bit too over the top when I'm wearing certain outfits. To combat this, I've created a much more subtle Physics layer to represent wearing a bra. but whenever I want to switch them I have to search in my inventory and manually switch them. Is there any way to make a hud button to switch them with one click? or even better, A script that can do it automatically when I add or remove the item it is in?
  5. Hello! Please advise how to save resources when uploading a mesh at the expense of the shape of physics? which physics is better to use for objects that do not need physics at all, in particular, a rope and other small elements, and can it be done so that object do not have any physics at all when they are uploaded? thanks very much!
  6. The next version of Firestorm is heading your way soon (honest) and subject to no last minute showstoppers it will be available before the Christmas freeze for those who wish to play with Animesh. As part of that release, there are the usual fixes and changes both from the lab and ourselves. Part of the latter is a revamp of the Mesh Uploader we all love to loathe. I have had a stab at documenting the various changes I have made to the uploader in a blog post : https://beqsother.blogspot.com/2018/12/easing-pain-of-importing-mesh.html The high-level summary is: What's changed? Cost breakdown, how the L$ charge is calculated Physics details, the costs of the different types of physics (convex hull, prim) Higher resolution preview image Scalable preview window Improved shading/lighting in the preview window Correct highlighting of degenerate mesh Improved error handling for physics models (avoid some of those MAV errors) UV Guide overlay Beq
  7. Hello! The problem solved! Hello! Help please I have a problem. I'm trying to upload through the Firestorm the roof with an exit to the top, but I can not do physics. I tried a simplified cubic physics and the same model. But the passage is not formed. Applied rotation and scale. Prim / Convex hull don't work. I press the analyze and without, it does not help. It will be the roof of the moving object, so I think the analyze needs to be done. I will be grateful for any help! Thank you! P.S. When uploading with cubic physics, I do not even see the outlines of these cubes. Two months ago I uploaded another model and every cube could be seen.
  8. Hi! I'm currently working on an RV vehicle that the user can drive around. The idea was for them to be able to park it up, open the side door and enter the interior while they're not driving. I've noticed the Physics Shape turns from PRIM to CONVEX while it's moving (as to be expected). But once it's no longer physical or moving, it doesn't return to it's PRIM physics shape. In an attempt to fix this I've scripted the RV to switch from CONVEX to PRIM when the side door is opened, however the Physics Shape doesn't seem to update. Once the RV is right-clicked it's Physics Shape will suddenly update and allow the avatar inside. So it seems objects that turn physical or move are set to convex, but afterwards it's impossible to change their physics shape with scripts until the object is next edited. Is this a bug? And has anyone found a work around? Thanks for any help!
  9. MIVIMEX

    Mesh Physics Issue

    Hello! I have this situation with the physics of the mesh. I upload the building, do the analysis, set it to prim - all successfully. But when I try to walk on it, I stand a little in the air.When I rez a prim, it appears where it should be. But if you turn it into a physical it pops up a bit. And it does not even touch a physics highlighted blue and hangs over it. Why is this happening? (You can see a small doorstep, I did for it a separate cube in the physics, I tried even the model completely without the doorstep but the situation repeated.) Please help! THANK YOU!
  10. Hello! I build a houseboat and I have such a question. When I get up from it, it pushes me overboard through the wall. How can this be avoided? please advise! Boat is mesh and walkable inside. Thanks
  11. so i have this swimming script, and it's using llMoveToTarget to make you swim around in the water. i want to be able to artificially adjust the height of the avatar/animations in the water, so i have a menu thing with the +++ and the -- and stuff like that, to dial in the water surface height. so that changes the depth by, say, 1 meter. and i want it to move the avatar up 1 meter.... so i can see where it is. the weird thing is, if i get in the water, and i'm standing (hovering? falling? technically, i'm 'inair' i guess) there, and i press these menu buttons... i don't move. if i swim forwards or around a little bit, then click the button for the menu and work on the menu... it works fine. so...??? what is going on? what can cause llMoveToTarget to fail? being in a menu dialogue?? already having an llMoveToTarget command on you? (i put in llStopMoveToTarget before the new call; no help.) you are in a certain minimum distance where llMoveToTarget thinks you're close enough to the target already? (how small of an increment can it move you. i started with .15 meter, but now i'm using .33 meter as the smallest increment.) the damping? do i need less? or more. i tried less, let me try more... no, no help. ugh.
  12. EleanorSt

    Physics issue

    Hey guys, I have a question about physics models, it's been a few months since I last uploaded a model. The physics model feature used to work for me more or less, but now if I upload a model, it basically completely ignores any physics model, and acts like a phantom piece. Did something change? My model is an apartment, with a simplified physics model to make the walls collision mesh, when I upload it, the outer walls are collidable...from the outside only. I can walk straight through the walls from the inside, but not get back in. All of the interior walls are completely phantom, not registered at all. I've never come across an issue like this, honestly I don't even know how to begin to fix it. Any thoughts? Thanks, Eleanor
  13. NK680514

    Physics Hiccup

    I've tried a bunch of ways to try and keep this from happening, but that little part at the top that blocks the top of my doorway always seems to come back no matter what I try. Any words for a poor soul?
  14. I have some time to spare the next few months so I'm able to offer private lessons to those who want to improve their technical skills in Second Life building. I'm happy to help you with your build in any way I can but my main speciality is the technical aspect of content creation, particularly: For mesh: LoD (Level of Detail): How to make good LoD models without sky high land impact Physics: How to make efficient, low LI physics models Land Impact: Reduce the LI, not the quality! Mesh landscaping: How to make low LI walkable ground mesh or surround landscapes. Either from scratch in Blender or by cleaning up JVTEK or prim-to-mesh converter meshes How to clean up in Blender meshes created by Mesh Studio, Mesh Generator or Firestorm's/Singularity's mesh export function. For textures: How to make alpha cutout textures with paint.net. (Warning: creating alpha cutout textures is not for the impatient!) Filter Forge beyond the factory presets. The basics of modifying and creating your own Filter Forge filters. I know my limitations and do not teach fitted mesh - sorry. For most of the mesh lessons you need some basic knowledge of either Blender or Mesh Studio/Mesh Generator and although I can give generic lessons, they will be far more effective if you have your own project we can work on. Practical details: Each lessons lasts between 45 minutes and one hour. Lessons are in English and text, not voice. I do not have voice enabled and you want to keep a written log of it anyway. Time by appointment. I live in Western Europe and I am usually available during regular waking hours in that time zone - between about 1 AM and 6 PM SL time - but I may be able to schedule lessons at other times of day too. Price, 4,000 L$ per lesson - half in advance. The advance payment is refunded if you cancel 24 hours or more before the appointed time. After that it is not refundable but I will try to reschedule if you contact me before the lesson is supposed to begin. Make sure you get the time zones right so you can be there on time. Apointment times are always SLT. If I have to cancel, you will get the choice between a full refund or a rescheduled lesson at half the price. If we have to cancel becasue of technical problems neither of us are responsible for, you get a choice between a refund or a reschedule. Ideally the lessons should be held on the beta grid so you can do test uploads without having to pay for them. But we can do it on the main grid if neccessary, either in my workshop or at your place. (I will probably need rezzing rights at the location during the lesson.) Payment is of course on the main grid, not on beta. You may bring a friend or two as observer(s) if you want to and let me know in advance. Give me as much details as possible about your project in advance. The more info I have, the better I'll be able to help you. For more info or to make an appointment, send me a private message on the forum or an IM in-world to ChinRey Resident. I will usually respond within 24 hours but on rare occasions it make take a little bit longer.
  15. I am new to building in mesh and out the gate I thought that all one had to do was import their mesh file and it would act like prim out the door. Instead, have the invisible ramp along with walls/floors being transparent and being able to be walked through. Having no idea on how to create mesh physics wonder if someone would be happy to lend a hand and let me know what their rates would be. Hoping to get this project off the ground early next week.
  16. Hello: Apparently this topic is very often. I am learnig to build. I am trying to build my house, my mesh house. I started in SL editor doing some base model. I imported it to my PC to work with it in Sketchup and/or Blender. For me, the first one is more easy to use, but I am learning slowly the second that confuse me a lot. I made this basement for the house (with Sketchup), with door and one floor, export my collada but... when I try to upload to SL, any time, any way, I can't walk through doors and some parts of the floor, stoped by "invisible" walls (triangles) that already can be seen during the analysis, no matter if I use my collision file or just high option. I tried to simplify with Blender the triangulation but, as I said I am so confuse with Blender tools and shorcuts. When I do a simple room, more short than this, I can go inside and walk, but not this time. I always convert the character to prim when edit the mesh in SL. Simply, the question is that I don't know or don't understand how to control that invisible triangules. Maybe I am doing wrong in the process of building it self before upload or during the process of upload. I looked a lot of videotutorials, read a lot of comments and I feel as lost as if in the begining. Please, help me. Explaining me building mesh for dumps and have a good control of physics, step by step! BTW, I discovered saddly that the options to upload are quite differents in beta grid than in normal grid, with less options abled, for example in the section of simplifying methods. If there is someone that also can explain me in spanish, much better.
  17. This is really bizarre so posting as I would like to know the "why" of things. I noted yesterday that objects rezzed (or cube built) inside a new house were up in the air, not on the floor. That was the case with the stoops also. Since the floor was a single mesh cube -- the same one I had been using for almost a year with no issues -- I was puzzled. I remade the floor and steps on my building pad. All was good. Everything rezzed on the surface as it should. Took the house back over to LEA6 and placed again. Physics not working. I thought it might somehow be the bushes? Who knows? But physics were also wrongt work when up in the air. HOWEVER, the placement on the ground is at 66 degrees angle (z) and it turns out THAT is the issue. If I take the same house and turn it back to 00 things rez just fine. Now most folks are NOT going to put their house at an angle because it is a pain to decorate --- but. Is this a known issue? Seems very strange. The "mesh prim" used for floor and steps was uploaded with full LODs and physics. I could of course put a "real prim" on top for the physics and it likely wouldn't be an issue anyway. Just wondering if I am missing something obvious here.
  18. Hello! I'm building a mesh single object three floor house 32x32x15 and I need cubic physics for it. All walls have own cubic phys (27 cubes total). There are gaps between them. But the physics that I made when uploading a mesh into sl w/out analyse is for some reason used upside down. The door hole is on the top/roof, the floors are parallel to the walls ... I'm confused. Please tell me why this is happening and how to fix it? I tried to spin the house and physics in a blender but it did not help. Thank you for any help!
  19. Hey everyone, I would like some help with my character's physics. I have the Maitreya body, and I've got a physics layer thing for it. Only my breasts seem to be moving though. I've been reading some old forums saying that this is the case for the Maitreya, and as well the case for many other mesh bodies. These were old forums, however. Has there been any new developments? Is there a new kind of physics I could get that would allow me to adjust for my belly and butt as well? If not, are there any mesh bodies bodies that allow for butt and stomach physics that anyone could recommend me? I've heard that Belleza and Tonic used to offer physics for more than the breasts. Is this still the case? Are there any other mesh bodies that offer this? I'm fairly new to this game, and I'd just like someone to help me understand these mesh bodies and their physics, as well as the many different kinds of physics (layers?) you can get for them. Thanks, and have a great day
  20. What the heck do I need to do to make a physical prim actually rest on the SURFACE of a mesh? The mesh in question is entirely convex, set to physics:prim and its physics shape matches its surface geometry. But if I drop a physical ball on the flat upper surface of the mesh it bounces and hovers some distance above it. If I approximate the same shape out of prims the physical ball drops and rests on the surface of the object. Is the physics engine assuming that "meshes count as having concavities" even when they don't and imposing the wider collision tolerance of that scenario? If it is, I'd call that a bug...
  21. hi,i am new player. i try to make a house. I made a mesh and its physics they are same size in 3ds max why is different in game? it become small and wrong place. :(:(:(:(
  22. Hello I wonder if any of you have any clue why a physics I applied to an arch, works in Aditi and not in main grid. The shape is made by planes. Before you ask: - I changed it in "prim" - Checked the Physics shape in the Developer menu and the hole is there When I tried in Aditi I was able to go through. Thanks for any help
  23. Some questions about viewer internals: The host (sim) side has a physics engine, and the viewer side also has a physics engine. The sim side treats avatars as a capsule. The viewer side apparently treats avatars as a mesh object. Or at least that's what you see if you turn on Developer->Render metadata->Collision skeleton. What is that collision skeleton used for? Clothing? As far as I can tell, the only thing the viewer-side physics engine does is breast jiggle. It also apparently helps with uploading collision meshes for objects. Does that mean it's calculating the convex hulls? What does Firestorm use for a physics engine, if anything? I came across a reference to Bullet, but don't know if that's actually in. Is there anywhere this is discussed by people who actually know how it works? I've read through what passes for internal documentation for the viewer, but it doesn't mention physics at all.
  24. @Aquila Kytori has been helping me out for many MANY years :D. Five years ago she made land forms for MOSP (Machinima Open Studio Project) at LEA since mine were too "primmy". I have had a problem at times balancing my love for detail and beautiful line and practicality. What can I say. I sometimes learn slowly. No augment there but now and then I have a brief moment when I feel I can pat myself on the back for a job well done and lessons well learned. Today was on of those days. This is a BIG landform. It is also pretty (at least to me) and it has PERFECT physics in that you can climb and walk and such right on the ground with no floating or wandering inside the mesh. All good. And it is only 20 land impact which for something that big I am calling good. Happily it is also for MOSP -- but MOSP 3.0 which will be coming back to the grid at the beginning of 2018. My plan was to buffer the edges of full sim pads with these guys. I may also make some one sided faux mountains to add even more realism. It is good to know that e-vent-u-ally we learn our lessons -- even if it takes awhile. So lots of thanks to Aquila for all the time she has spent with me. It has been appreciated and I have paid attention :D.
  25. I first saw this when I started using an updating system for the scripts in my vehicle builds. However, this isn't specific to my scripts, it seems to be a generic vehicle behaviour. After replacing the script which manages the Vehicle settings, the vehicle seems to acquire a huge amount of mass causing the object to sink down when it next goes physical. The amount of pull is more than the vehicle engine can counter. Here's a way to reproduce the behaviour without using the scripts I've been writing.. 1) Take a simple boat such as BBX's Aqua which has modify permission 2) Go into edit linked on the driver's sitting position and take a copy of the Yacht Engine 1.0 script 3) Sit on that prim and observe that the boat drives normally (page up/down to change gears, up arrow to increase speed, down arrow to stop) 4) Stand up, go into edit linked, delete the Yacht Engine script 5) Put back the Yacht Engine script from the copy you took to inventory. Observe the chat output indicating that the engine script has initialised normally. 6) Sit on the driving position again. The boat will sink to the seabed and it either won't move at all or will move in directions other than the motor should be sending it. Larger vehicles will hardly move. Smaller vehicles like the Aqua can end up shooting off in unexpected directions contrary to the motor direction My question is - what's causing this? The boat is only set physical whilst it is being driven, so it's not physical between steps 4 and 5 Second question - what can a script do to fix this effect? Thanks in advance for answers... --Chorazin
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