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Showing results for tags 'lltarget_omega'.
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Hello All, I have a linked prim that I am trying to rotate about an axis that is not through its origin. I wanted this to happen as smoothly as possible, but I want to make sure that the way I am attempting to accomplish this is actually not possible versus me just doing something wrong. I tried llSetKeyframedMotion, but then realized you can only use this on the root prim. I was then experimenting with llTargetOmega, but couldn't figure out how to move the axis such that it doesn't originate at the origin. My wife (the creator of this linked object) has also tried moving the origin to the required point in Blender, but after a ton of digging we've discovered that due to many reasons, this is not possible (without a complicated process to "trick" the SL uploader) when the object is uploaded into SL. Here's my question: Is it true that my only course of action here is to use a timer event and move the rotation position in increments with the method discussed in the "Rotation" page of the wiki on how to move the rotation axis ("Rotating Vectors")? Is there another method I'm not thinking of? Or am I using the previously mentioned functions incorrectly/not understanding how they work? Thanks!
I have been trying to get front wheel scripts to work without any success. They rotate and work perfectly well however upon turning the vehicle the wheels at the front begin to flop all over the place. The back wheels however are perfectly fine. So long as I am going straight all works well and will work in other cars but when it comes to omega this all goes to crap. Target Omega does work well in other cases but it seems that the Omega is following Global position and not local but when changed to local for pos I start to get issue. Does anyone have a front wheel script for cars to turn left, right, forward and reverse using mesh wheels. Prims are not an issue regarding movement and texture rotation but Mesh and target omega are a nightmare.