Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Re(2): What happened to the "joints"

Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
10-31-2006 11:34
From: Andrew Linden
I'm looking into it today, along with a handful of other bugs. I'm focusing on the buoyancy problem first.

Rumor has it there is a problem with wind. The chimes appear to use the wind, so the problem with the chimes may be related to the wind.
That could be part of it; I do recall reading somewhere that the SL wind power had increased by a factor of 1000 or something like that. However, I rezzed an unscripted joint object and it exhibited the same behavior as the chimes when I set the arm portion physical. So I think the joint system itself has been affected as well.

Just a heads-up. :)
_____________________
My Beatworks: Zephyr Chimes wind chimes, the KanaMaster Japanese kana tutor, and the FREE Invisibility Prim Public. Look for them at the Luskwood General Store in Lusk (144, 165).

"You have been frozen. You cannot move or chat. A pony will contact you via instant message (IM)."
- mysterious system message I received after making off with Pony Linden
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
11-02-2006 15:15
Hello Beat, I'm asking Andrew about this...
_____________________
Andrew Linden
Linden staff
Join date: 18 Nov 2002
Posts: 692
11-03-2006 08:48
I was able to track this down. There is nothing wrong with the wind. The problem is that for small or long-thin objects (< 0.2 meters on two sides) the mass would be incorrect (very small). The way the wind is typically used is to measure its velocity and use an llSetForce() call to model it. Since the mass would be too small the force would have a much stronger effect.

The bug is fixed in our codebase, but has not been released yet.

Edit for spelling and formatting.