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There is no good way to animate prims.

Eckhart Dillon
Registered User
Join date: 4 Jan 2004
Posts: 22
12-07-2005 16:00
llSetPos and llSetRot in child prims just move in big chunks. Only one prim.
Joints dont work in a useful way. I make pets and they look like blocks of wood that have some jerky movement that represents walking.

It would totally give this place some life if we could give linked prims more complicated movement. This should be a very high priority IMO.
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
12-07-2005 16:02
With all due respect, have you tried llMoveToTarget and llRotLookAt yet?


As for this toy, I currently have a "hack" of code that allows BVH motions to be imported as prims, but it's not exactly user-friendly. It's another one of those things I'd really love to see the Lindens integrate with the rest of the world.
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Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
12-07-2005 16:13
Also, have you tried this? llSetPrimitiveParams seems to work best, and this is the best way I've run across. Still a little jerky and the pieces appear to break apart at times. Additionally, if you make your entire pet use the vehicle engine, then as their entire body moves while walking/running/flying it will move more smoothly, instead of "jumping forward" jerkily. IM me in-world if I can help with anything, I know Jesrad Seraph has also made a few moving animated pets, most of her stuff is open-source and may help you a lot.