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Zaphina Zeno
Registered User
Join date: 13 Jul 2006
Posts: 6
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09-03-2006 10:11
Hi. I've been browsing the various posts on attach points. Some have suggested multiple attachment attach-points (multiple objects at a single attach point) on a single av. Others have asked for more attach points. Some argue it's so objects that are to appear together move together. Others want to wear a wedding ring and hold a cup of Joe at the same time. Meanwhile others want the gun to be attached in their hip holster until they draw their weapon. Why not provide moveable attach points controlled by the scripting language? Each av gets N attach points, nominally placed, but moveable and a pool of otherwise unattached attach points. Want three spine attachments in somewhat different locations? Allocate three. Have the script move your hand to your weapon attach point, draw it (holster stays behind on another attach point), and point it. With this would come the ability to orient the attach point to the "center" of the av or to work in conjunction with other attach points and body parts. Others have suggested that 9,960 prims on an av are enough. Maybe so. Put a limit on the number of prims an av can have. If one wants to overload one attach point with 9,960 prims, why not? This would apply to the HUD too. Perhaps a separate attach point ("invisible"  could be added for objects that one wants to wear but otherwise are out of the way? Why must attach points be points? Couldn't they become the shape of the prims we rez? Maybe a hoop-shaped attach-point to go around your waist where some bling-laden belt might fit? Each prim of the belt would move separately from, but together with, the next link. Yes, this could create opportunities for griefers and those who want to overwhelm a SIM by sucking down CPU and/or memory. So limit that resource within a sim per av too? Or use the client to do a lot of the physics and such transmitting the prim directives to the sim and out to the other av's who can view the prim. Not saying we don't need limits but make it harder for the griefers to do grief. ZZ
_____________________
-- Zaphina "Zap" Zeno ZaphinaZeno@gmail.com
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Vincent Nacon
Reseacher & Developer
Join date: 1 Mar 2006
Posts: 111
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09-03-2006 14:07
I agree, it is a good idea.... but
How can you set the location? Let's just say the gun is attached to the hip, only about 1m down from the point. Then you have it moved to the hand via script.... the gun will be 1m away from the hand point.... and I can't say in what direction it would end up. : /
Bascially, we would need a new location position system for attachment point world.... but that would bring up more question... in what pose?
I like the idea.. but it need a backup to support it.
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Zaphina Zeno
Registered User
Join date: 13 Jul 2006
Posts: 6
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Further refinement to attach points
09-03-2006 15:15
If the gun were on the attach point, not 1 meter below, and the attach point (and its objects) were moved to the right hand, the gun would appear to move with the attach point.
If one could place the attach point 5 cm from the right hip with the gun attached closer to the body, in other words the attach point is some distance away from the right hip, when the attach point is moved to the right hand (using SL script), the gun would appear in the palm of the av's right hand.
Yes this means a new positioning system within SL similar to the positioning and sizing system we have with prims. Except the orientation (ruler, if one thinks of it that way) system is either to the center (of gravity) of the av so things move as physics might predict or the attach point "ruler" is to a body part or another attach point. If the attach point is relative to the av's (x,y,z) of the right hip, as the right hip moves and rotates, the attach point will do the same and the gun in the holster would appear to move reasonably naturally. If a second attach point is positioned inside for the holster, the holster would stay attached to the hip while the pistol follows the right hand.
A group of attach points might work as a suite so the objects at those attach points conform. For example, a tail on an av might be a series of attach points beginning at the spine. One attach point communicates its position to others and, if the others want to listen, they can set their location based upon the reporting one's location. If this is all done on the client side, the load on the servers is greatly lessened.
Attach points would become a resource like prims. When a manufacturer builds something, they would create "virtual" attach points which go with the object like the prim count does. Attaching an object with VAPs instantiates the VAPs using the owner-av's "pool" of attach points.
In pondering this more, maybe attach points could become a prim's resource too? That way a sail on a sailboat could be attached to the mast holding it. This would permit flexi sails that flap in the breeze. Things like that.
ZZ
_____________________
-- Zaphina "Zap" Zeno ZaphinaZeno@gmail.com
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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09-03-2006 16:32
Don't expect this before Havok 2.
It's like a superset of Joints, and they're removing joints from the system.
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