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Odd joint behavior...

Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
06-27-2003 19:19
I was reading Andrew's post about joints, and Bbc posted a reply about being able to joint two different prims to one prim. I was extremely excited about this, since it would allow me to do one of my projects a bit eiasier.

I tryed it IW, and when I followed the instructions, I got no error, yet when I turned on physics for the child linked prims, one acted jointed, and one just fell to the ground.

I want to knoe if two-seperate prim jointing to one prim is working correctly. I talked to Lee Linden, and he stated that theres only one joint per group of objects... I asked why, and when the limit would be increased, and he was not able to give an answer (he didnt know).

Im wondering if anyone has gotten over this problem, or if any linden would kindly respond to why jointing is limited in this way.

-Chris
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Andrew Linden
Linden staff
Join date: 18 Nov 2002
Posts: 692
07-03-2003 13:35
Sorry. We've limited the number of objects that can be jointed together to a single joint between two (potentially linked) objects in an attempt to save the performance of the physics engine. Prior to this limit it was possible to create a jointed contraption that would drag the physics engine to its knees.

The obvious thing people wanted to build using joints were cars -- which (with few exceptions) ended in disaster.

I'm currently looking into the new design of the physics engine which will go out in one of the next major releases (1.1 or 1.2, not sure which one yet, but defintely before the end of the year) and it appears that we might see much improvement on the performance of joints. If that proves to be true, then we may be able to re-enable multiply jointed contraptions.