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Joint challenges

sketcher Escher
Registered User
Join date: 18 Dec 2002
Posts: 13
03-21-2003 10:45
I am having a REALLY tough time getting wheel links to work correctly.

Typically, I create a cylinder and want to attach another cylinder to it.

I can link the objects together but the wheel NEVER seems to spin around the x axis ( either local or global ) as I was told it should.

In fact, I am able to select the axis around which the thing spins.

In addition, there is another glitch where the spinning object spins faster and faster gaining energy and eventually flying off to oblivion ( inspite of the fact that I am inside and entirely closed box ).

Can anyone help me with this?

Thanks!
Dave Zeeman
Master Procrastinator
Join date: 28 Jan 2003
Posts: 1,025
03-21-2003 10:50
I heard that joints weren't even implemented yet..
I dunno.
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Casval Epoch
Wandering Samurai
Join date: 17 Dec 2002
Posts: 83
03-21-2003 10:54
Joints are weird right now... The only thing I can tell ya is to change the axis on which the physical object spins, you rotate the non-physical object it links to. For instance, if you're making a wheel, you'd make a cylinder, turn it on its side, shift drag to copy it and link... HOWEVER, before you link it, spin the "anchor" piece back so it's right side up, angle 0,0,0. That should let the wheel spin the way you want it to.
sketcher Escher
Registered User
Join date: 18 Dec 2002
Posts: 13
03-21-2003 12:58
Thanks, I'll give this a go.

So, if I hear you correctly, I create the wheel and clone it to create the axle?

Is that correct??
Nexus Nash
Undercover Linden
Join date: 18 Dec 2002
Posts: 1,084
03-23-2003 12:35
Oh man.. don't touch the joint.... they are in the fixin'.... do it by script.
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sketcher Escher
Registered User
Join date: 18 Dec 2002
Posts: 13
03-23-2003 16:10
Script???

Got an example of how I'd make this happen?
Andrew Linden
Linden staff
Join date: 18 Nov 2002
Posts: 692
03-28-2003 09:05
When I looked into the Wednesday night crash of Clyde I found that the problem was a cruiser styled motorcycle owned by sketcher Escher. It appears that sketcher was trying to joint the back wheel so that it would spin.

The problem was that the motorcycle frame and wheels were made of primitives that were too complicated to be used in a wheel-joint. The spokes of the wheels were not only tubes, but very hollow (0.95) and unecessarily hollow tubes at that. Similarly for the front forks and some of the motorcycle frame.

There are several problems with the wheel joint that make it a candidate for removal from the system, which we are considering. Also, an equivalent effect can be produced by using a properly constructed hinge-joint and a script which I will describe in a later thread.

For now, please avoid using wheels until their fate is known. Thanks.
Dave Zeeman
Master Procrastinator
Join date: 28 Jan 2003
Posts: 1,025
03-28-2003 11:04
Yeah I've been playing around a lot with joints, and I find you might as well just use hinges for what you need. I'm not even really sure how the wheel one works...

Suffice to say the other joint options are QUITE fun to play with =)
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sketcher Escher
Registered User
Join date: 18 Dec 2002
Posts: 13
03-28-2003 13:23
In my defense, the motorcycle isn't mine. If it kills the server, I'll nuke it. The moto was originally created by one of the Yamamotos ( you can see it in the model )

I got the wheel joints to work correctly and I saw what Nexus Nash has created.

I'll start from scratch on the bike and create the tires also from scratch.

My apologies.