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Gearworks?

Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
08-16-2003 08:44
Silly question... say I wanted to have a bunch of gears mesh together properly (this is for a clock tower). I want them all to look like they're moving eahc other fluidly.

I've tried having one as the "motor" and another just with physics, but that ends in a catastrophe each time.

I've tried using two idential rotation scripts, but they eventually go out of sync.

Is meshing up a pleasurable gear system feasible? if not, will it be in 1.1? If not in 1.1, will it be when havok 2.0 comes out?

Thanks,
Lordfly
Neo Valen
Registered User
Join date: 29 Jan 2003
Posts: 228
08-16-2003 08:55
my money would be on havok 2
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Who Are THEY Anyways?
Darwin Appleby
I Was Beaten With Satan
Join date: 14 Mar 2003
Posts: 2,779
08-16-2003 09:06
You just love making everything work like it does in the real world, eh?

Yeah, I'm with Neo; Havok 2 will have much better physics.
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Touche.
Madox Kobayashi
Madox Labs R&D
Join date: 28 Jun 2003
Posts: 402
08-16-2003 09:38
Why do other people seem to steal my ideas :(
I know you didn't Lordfly (unless you did :p ) but twice in a row now is awfully suspicious.

All I'll say is that you do not have to wait for Havok 2 :D
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Madox Kobayashi

Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
08-16-2003 09:53
well I'd love to know how :)
Madox Kobayashi
Madox Labs R&D
Join date: 28 Jun 2003
Posts: 402
08-16-2003 10:06
But you are the competition! :p

Just remember that physics doesn't like to be crowded. You probably had too many teeth. I'm gotten 3 gears in a row working as well as a vertical gear turning a horizontal gear, both with a scripted 'motor gear' and using pure physics.
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Madox Kobayashi

Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
08-16-2003 10:50
don't worry, I'm not competition. I don't know how to script in the slightest :)

As a test, I tried putting two gears on the ground and making them move... but that doesn't work, because the rotation script i have doesn't move once the gears hit the ground (friction). If you hold them up in the air with a hinge or something, the rotation script freaks out. And if you turn the scrript off and just push the gear manually, it still slowly increases in speed... so the physics are defiintely borked on hinges.

Lordfly
Madox Kobayashi
Madox Labs R&D
Join date: 28 Jun 2003
Posts: 402
08-16-2003 11:09
just see me in game sometime :)

[whisper] The boards have eyes! [/whisper]
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Madox Kobayashi

Gwydeon Nomad
Registered User
Join date: 1 May 2003
Posts: 480
08-16-2003 15:23
Well I got a crank shaft working last night (tried doing the gear thing months ago) but I couldnt get a good Torq/TorqandForce script working correctly so I ended up powering it with rezer that droped Size 4 stone spheres on a pattle wheel.
Madox Kobayashi
Madox Labs R&D
Join date: 28 Jun 2003
Posts: 402
08-16-2003 15:38
Hah Gwyd - Thats exactly what I'm doing. Using any kind of script to magicly create a force is cheating ^_- I have a script that works so far though, might not when I add more gears.

My post about hinge rotation speed in the Tech forum was about this.
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Madox Kobayashi

Jake Cellardoor
CHM builder
Join date: 27 Mar 2003
Posts: 528
08-16-2003 16:36
From: someone
Originally posted by Madox Kobayashi
Hah Gwyd - Thats exactly what I'm doing. Using any kind of script to magicly create a force is cheating ^_-


And using a script that magically rezzes stones at a height isn't? :)
Madox Kobayashi
Madox Labs R&D
Join date: 28 Jun 2003
Posts: 402
08-16-2003 16:48
certainly not. It could be attributable to a waterfall :p

Oh I suppose magicly turning wheels could be attributable to a windmill, but it darn well better look like a windmill ;)
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Madox Kobayashi