Work around for a 45 degree angle rotation?
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Atom Burma
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Join date: 30 May 2006
Posts: 685
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09-06-2009 17:55
I have been beating my head against a brick wall with this all day. I know that rotations are 90,180,0. Basically perfect angles, and you can rotate child prims at a 45 degree, as long as the base prim is not rotating as well. And you can shift a larger prim attached to an invisable prim, to make it appear as the object is rotating at an imperfect angle...follow me so far, probably now.
But has anyone successfully rotated a link set with the base prim pointed at a 45 degree angle? And not rotating horozontally, actually keeping the 45 degree shift and rotating at an imperfect angle? Is this impossable? The thing is that I need more than one prim to rotate, so I can't use child prim rotations, because I need the base and set to rotate.
I am thinking that this is a 'no', but any help would be amazing.
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VonGklugelstein Alter
Bedah Profeshinal Tekstur
Join date: 22 Dec 2007
Posts: 808
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09-06-2009 18:08
From: Atom Burma I have been beating my head against a brick wall with this all day. I know that rotations are 90,180,0. Basically perfect angles, and you can rotate child prims at a 45 degree, as long as the base prim is not rotating as well. And you can shift a larger prim attached to an invisable prim, to make it appear as the object is rotating at an imperfect angle...follow me so far, probably now.
But has anyone successfully rotated a link set with the base prim pointed at a 45 degree angle? And not rotating horozontally, actually keeping the 45 degree shift and rotating at an imperfect angle? Is this impossable? The thing is that I need more than one prim to rotate, so I can't use child prim rotations, because I need the base and set to rotate.
I am thinking that this is a 'no', but any help would be amazing. I have done it with my door script .. I made a double bifold door that uses a similar priciple.. contact me in world and I can show you
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SuezanneC Baskerville
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09-06-2009 19:08
I don't understand the question.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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09-06-2009 19:35
Yes, you can. There was a discussion I started recently in the Scripting Tips forum on how to deal with rotation in child prims. It's actually easier to rotate a prim in-place than it is to slide it around, given a randomly-oriented root prim. But either can be done. /54/08/332766/1.html
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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09-07-2009 04:40
much easier to do by script than by hand, since you can just multiply the current rotation by the desired change in rotation. but you can get a realtive angle by hand by using the reference ruler mode.
pick the prim you want to use as the reference, and all the rulers (including the rotation snap guide) will orient as if they were aligned with it.
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Atom Burma
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Join date: 30 May 2006
Posts: 685
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09-07-2009 05:55
thanks for the ideas, I think a simple prim would be a lot easier, unfortunately for me this is a link set that I want to pivot to a 45 degree angle, and then rotate. I think I will just fake a true 90 degree flip and use an invis prim at a slightly distorted angle, so it looks like it is at 45, but really it is at 90
I make amusement parks in SL, and I know that all you have is lift and spin sadly. So I try and make those few cammands as versatile as I can.
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Argent Stonecutter
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Join date: 20 Sep 2005
Posts: 20,263
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09-07-2009 06:51
I don't understand the question either. How is a 45 degree angle harder than 30 or 90?
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Atom Burma
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Join date: 30 May 2006
Posts: 685
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09-07-2009 07:51
because there are three axis, one X,Y and Z. I want to utilize the Z for a perfect rotation on a 45 degree angle. and the linkset just rotates on an oblong sort of rotation, not a 45 degree angle. It just rotates the whole thing on the Z, and not on a 45 between the Z & X. Essentially it's impossable, as I imagined. I can rotate a few child prims, but the amount of scripting required to move a whole set, which would have a few hundred unique rotation centres, would probably crash a sim.
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Void Singer
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09-07-2009 08:12
you can always use a hidden root, then rotate the whole set and your false root...
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Argent Stonecutter
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09-07-2009 08:41
From: Atom Burma because there are three axis, one X,Y and Z. I want to utilize the Z for a perfect rotation on a 45 degree angle. and the linkset just rotates on an oblong sort of rotation, not a 45 degree angle. It just rotates the whole thing on the Z, and not on a 45 between the Z & X. Essentially it's impossable, as I imagined. I can rotate a few child prims, but the amount of scripting required to move a whole set, which would have a few hundred unique rotation centres, would probably crash a sim. It sounds like you're trying to add Euler rotations instead of using quaternions and rotation operations. Because every rotation you can imagine *is* possible, the problem is you can't just get there by adding <0,0,PI/4> to the current angle.
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Atom Burma
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Join date: 30 May 2006
Posts: 685
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09-07-2009 10:11
I could use child prim rotations, except there are about 200 of them, so I am a tad reluctant to script the whole mess of prims. And when I spin it on the X or Z it just goes around in a perfect rotation, and I need it to pitch at a 45. Picture a big wheel, with karts on it, like a ferris wheel that is rotated on a 45 degree. And I need the axis to spin around the centre, and it won't. It will use the actual centre of the build, which rotates the whole thing on an oblong, not a perfect 45 degree.
I have 'faked' it before and used an off centre invis prim, but in this instance it is an impossability. What I am trying to make is a replica of the "Round Up" ride. Which starts at a perfect "Z" and lifts to a 45 degree pitch, and when it lifts and rotates, the whole thing loses its centre. I have made various variations of spinning wheels in the past, for ferris wheels, and the 45 degree "Paratrooper" ride. But this will need to have the base prim tilted at a 45 degree. And there is no rotate X&Z its either X,Y or Z, and this angle is none of the above.
Using child prim rotations and physics on a 200+ linkset is just idiotic, and one of the stupidest things one can do. Not to mention that the movement would never frame rate correctly and would be a cloud of prims all over the place.
Thanks for the ideas, I already tried a few and trashed the build anyway.
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Argent Stonecutter
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09-07-2009 11:39
I'm not talking about using child prim rotations, I'm talking about going to the second life wiki and looking up quaternions, and rotation, and playing with what you find there until you understand how to shift the rotation you're trying to apply to rotate around a new axis.
It's NOT straightforward or obvious, until you study it, but it DOES work. You CAN rotate an object, or a linked build, around any axis.
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