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  1. Hi! I am decent at scripting, but have a blind spot the size of Jupiter when it comes to rotations. I have a scenario where I have a flat prim on the ground (basically an invisible doormat), where a collision triggers a bit of chat to the agent. No biggie. However, I need it to respond differently depending on whether an avatar is moving in line with or contrary to the prim's local "forward" axis (x-axis in my test prim). After some testing, I figured I could theoretically do this with the rotation difference between the prim and the avatar. Depending on the global quadrant the prim is f
  2. First of all I apologize if I have posted this in the wrong spot. I am trying to use a poseball and everytime I sit on it I end up sideways or upside down. I'm sure there is a way to rotate I just can't figure it out. Thank you!
  3. Hi everyone I have been posting in LSL scripting groups hopeful for a solution and am starting to believe we are loosing a generation of scripters that i am supposed to fill their shoes one-day. My problem is with a rotation I am using the following script from an brilliant person on LSL who has moved onto other ventures. This was her creation . a friend Zambe made this gif for me showing what i require it to do: https://gyazo.com/055061a745dd16534dad968c9a6943f9 The problem is that upon asking several key scripters they all returned what i already had , which sequentially reads the
  4. 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 o
  5. Hi Try as I might I have to admit that I will never understand the maths or the geometry behind anything other than 'degrees' of rotation along three axis in SL. I say this upfront in case anyone tries to explain underlaying concepts to me! Keep it simple (because I'm) stupid (when it comes to this stuff). I have a script rezzing a flattened square prim with an image on it's front-most face that rez's against a wall I have provided. I have it working so it functions no matter which compass point the wall faces. However what I'd like to do is have it's orientation on one axis randomly
  6. I have a problem rotating a prim, I found some examples, but in the example, explain to rotate the prim in one of the 3 axes. I need the prim to rotate (up or down) always in front. The front would be the coordinate E on the world map and zero rotation on first rez. Thanks
  7. Angle relative to a fixed point in the world Hello, is it possible for me to find out which angle to follow to get to a fixed point in the world? Something like the image below ..
  8. Hello! a friend of mine asked me a puzzle. How to make the object rotate or move along a certain path (circle)? there will be several such objects (dancepads - one script for each pad...), but the main problem - they cannot be linked to anything! I read somewhere that it is possible to specify the coordinates and the object will move from point to point. how to do it and is there any other way? As example - solar system.
  9. Somehow I thought this would be easy, but I am still struggling with some rotation things (what's new lol). I am building a positioning HUD. This HUD needs to position me an exact distance left or right of a target-avatar. My rotation is not important (as i understood that a HUD cant rotate me after positioning). The id of the target avatar is known by using llSensor. The positioning of the target is, of course important. My question is how can I determine if I am standing somewhere left or right of my target-avatar (I can be standing in front of the or behind it), and after tha
  10. Hello, I've been having problems more recently with pelvis rotations within blender & using avastar. I have made roughly over 500 animations in the past using the same program/plugin versions and I have never seen this happen before. What happens is when the pelvis is rotated with curves; the entire body of the avatar jolts once it is in SL, otherwise it looks perfectly fine in Blender. Here is what it looks like in Blender: https://gyazo.com/e745e52fc1abfad26dcec32c47c71001 and here is what it looks like once it is imported into SL: https://gyazo.com/c056342957fff3b2122b3441ab103532
  11. i know i know how to do this... sorta. but i can't seem to figure it out. okay, i'm trying to ray cast from an attachment, and i want to get the spot straight down from the center of my avatar (easy, thats llGetPos and lower the z coordinate), and "ahead" of my avatar. which i know is local pos + x, BUT... to get that in region coordinates, compared to which way my avatar is facing, i need to use (i think??) Rot2Fwd. i'm just... not sure where/how? vector fwd = llRot2Fwd( llGetLocalRot() ); vector targetPos = llGetPos() + (fwd* ht); this is from the exam
  12. Hello! Is it possible to alter the script of the aviation speedometer, showing the horizontal speed in the speedometer, showing the vertical speed by rotating the texture?
  13. I came across Quaternions in Second Life and after a struggle to understand them gave up. But, after looking at this video just once (so far) an understanding has begun to dawn. So i thought I would offer it to others who have stumbled onto SL's Quaternions as a path to understanding them: Youtube, Quanta. However, I have not yet achieved Quaternion nirvana. I'm still working on transferring the above to SL and Blender implementations. But.... Progress!!
  14. Hello, please help with the script. I make a speedometer and a compass and I decided to make them square planes. Script uses llSetLinkPrimitiveParamsFast. I got this texture repeats on corners. I decided to reduce the scale a little and leave a blank space on the sides so that when rotating at the corners the texture does not repeat. But I need to set the zoom. What do I need to add to this line to make it happen? Thanks a lot for any help. if(COMPASS_PRIM) llSetLinkPrimitiveParamsFast(COMPASS_PRIM, [ PRIM_TEXTURE, 1, "32865340-5893-3e24-c4a0-b511d39246c3", <1.0, 1.0, 0.0>, <0.0,
  15. Using the official SecondLife viewer, is there a way to set my controls so that when I press left or right to turn my avatar, they continue rotating more than 1/16th of a rotation before the rotation drastically slows down? This makes it very, very difficult to walk around.
  16. I built a mesh house all linked and I placed scripts in the doors. When the door is touched the camera moves making it appear like you were bumped. I tried changing scripts and its still doing it. I changed the doors and its still doing it. I'm so confused, I've never had this happen before in one of my builds.
  17. I have a script that I've been using on a drawbridge that works great. Then I moved the drawbridge to a new location and the bridge is reorienting itself to North - South whenever it is operated. I'm assuming something is wrong with my math in the orientation function. I'm hoping that someone can pinpoint what it is for me... thank you in advance. Here's is my orientation function that I'm using... rotation slerp(rotation source,rotation target,float amount) { return llAxisAngle2Rot(llRot2Axis(target/=source),amount*llRot2Angle(target))*source; }
  18. Hiya folks -- I have a large pendulum and am using the Dora Gustafson, Studio Dora swing script (below) from the outworlds script library. The text prims are set up and linked as such: pendulum (cube prim, tapered at the bottom), then a cylinder stretched out on z that acts like a rod and at the top, a small cube that is the root and contains the swing script. it works okay, i had to adjust the angle and the steps in the swing script to decrease the swing angle and slow it down -- well, it works mostly okay, it can be kinda jerky every now and then but I can live with that for
  19. At first it seemed not too difficult to tackle the following problem, but in the end I did not manage to do it. Rotations are the story of my (second) life :-) The problem: I have an object consisting of several prims. When someone touches the object i would like to point one of the childprims to the avatar who touched the object. See attached picture. The rotation of (only!) that childprim only need to be done around in its XY-plane, so only a rotation around its Z-axis. Does anyone has a working solution? Thanks in advance for any help.
  20. Hello! Help, please, with particles. I have a script, but it always emits particles in one direction, no matter how I rotate the object. How to make the emission change the direction when the object rotates (attached or rezzed)? Is this difficult? Thank you! ---------+--------- The problem solved. Just had to use 'cone' instead of 'angle'.
  21. I want to make a script that makes me push the person who comes near me , I used llSensorRepeat and set range to 0.7 , But i can't figure out the position/rotation to push, I want my avi to push the person and return back , I need help how to use llPushObject(llGetOwner(), . . .) , Can't find the direction/position of my target. I used llDetectedPos(i) and llGetPos() then llVecNorm to get the normalized vector and then used that as direction but still not working good.
  22. I tend to get turned around any time rotations come into play I'm using the following code to point an objects x axis towards a target position and moving it to it via llMoveToTarget and it works just fine however I want it to actually stop .5 meters short of the actual target, can anybody point me in the right direction laughs... Next() { index++; if (index >= llGetListLength(targets)) { index=0; } target = llList2Vector(targets,index); mytarget = llTarget( target, .3 ); float dist=llVecDist(ta
  23. Hello! Help please who can! I need to make the object (of a supposedly cylindrical shape) to rotate at an angle of 45 degrees to the root about a constant fixed axis. As if it were a globe on a stand. Should I use this script or something like that? default { state_entry() { llTargetOmega(<1.0,0.0,0.0>*llGetRot(),0.1,0.01); } } Many many many many thanks! _________________________________________________________________ Ok i think i found an answer! This is what needed. Works well so far!
  24. I need two static buttons what can move(rotate) my prim left/right side. Maybe someone can explain to me what wrong? Thanks for your answers. Troubles: only 1 button move object. move all objects. Button: { touch_start(integer k) { llSay(11111, "Rot1"); llResetScript(); } } Root: integer count; default { state_entry() { count = 1; state p; } } state p { state_entry() { llListen(11111, "Rot1", "", "Rot1"); } listen(integer channel, string name,
  25. I have a mountain tram and found an excellent script to get it up the mountain. The problem is that before it begins moving, the whole tram flips 90 degrees on its side and 180 degrees around so that is goes up the mountain sideways and backwards. I am new at this and I do not know what to do. Here is the script integer direction; integer curPoint; list points; string route; integer nextStation =-1; integer isPaused; float OFFSET=0; float SPEED = 1.75; //meters /second vector INITROTATION=<0,0.0>; float WATERHEIGHT = 20.05; integer ch
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