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Ferris Wheel

Lothaniel Yellowknife
Registered User
Join date: 31 Jul 2004
Posts: 3
08-13-2004 12:01
If you've been around mocha in the past....2-3 hours, you may of well seen my cursing and kicking a Ferris wheel. I thought i would try and make one as a 'bit of a challenge'. trouble is, now the challenge has becom a bit too much.

I've finished the wheel and the legs, all i need now are the seats. But what i am asking is for your ideas on how to make the seats actually work, and not loop around with the wheel (going inverted and such) when its in motion.

Any ideas?
Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
08-13-2004 12:58
I don't think there is a solution that will be visually apealing or safe.
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Merwan Marker
Booring...
Join date: 28 Jan 2004
Posts: 4,706
08-13-2004 13:44
How bout the Ferris Wheel from Hell - make it so we have no idea what it'll do to us!


I like it!
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Azelda Garcia
Azelda Garcia
Join date: 3 Nov 2003
Posts: 819
08-13-2004 14:08
There is a solution but it doesnt involve SL. See siggie.

Azelda
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
08-13-2004 14:38
Well there are various ways to go about it. one is to use llTargetOmega for the center and physically colliding objects to hold the chairs in their place. llCollisionSound("";); is your friend.
The problem with collisions is that they lag the crap out of the sim and sometimes objects come loose...
Another one is to have the wheel and the chairs rotating independently and use a following script to make the chairs llMoveToTarget to the anchor points.
But it might go out of sync, and the chairs might lag behind the wheel or something.
Try it!
Cybin Monde
Resident Moderator (?)
Join date: 27 Jan 2004
Posts: 2,468
might be problematic..
08-13-2004 19:25
i have an idea that might work.

construct the chairs with bars going horizontally across the top of the back of the seat.

now, where they would connect with the wheel, create prims with holes in them.

now fit the chair bars inside the placement holes on the ferris wheel.

now make the chairs physical. (perhaps adding a 'pin' to ensure they don't slip out?)


not sure if they'll have physics problems and end up 'stuttering' out of their holes, but it's an idea.
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Talen Morgan
Amused
Join date: 2 Apr 2004
Posts: 3,097
Re: might be problematic..
08-13-2004 21:21
From: someone
Originally posted by Cybin Monde
i have an idea that might work.

construct the chairs with bars going horizontally across the top of the back of the seat.

now, where they would connect with the wheel, create prims with holes in them.

now fit the chair bars inside the placement holes on the ferris wheel.

now make the chairs physical. (perhaps adding a 'pin' to ensure they don't slip out?)


not sure if they'll have physics problems and end up 'stuttering' out of their holes, but it's an idea.



I think this might work but don't put a hole in the prim that connects to the wheel because it will probably fall through it if you do.

Much like the chair lifts in the snow sims. It was discussed when they came out that other people doing similar things couldnt get the prim with the hole to stay on the wire and the answer was no hole just use a solid prim.
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Kyle Firefly
Junior Member
Join date: 25 Jul 2004
Posts: 3
08-14-2004 11:21
I think I also have an idea that might work. If you have a circle axis in the center with the arms extending out holding the seats. Then rotate the wheel at least one time. See what happens to the charis. Next rotate the ones that are messed up. Then rotate it again. If any others mess up then rotate them untill you get it right. Of course you might need to make the seats hang but i gotta go gop i helped bye!