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HOLY COW -- Moving Attachments In 1.7 Preview!!

Nathan Stewart
Registered User
Join date: 2 Feb 2005
Posts: 1,039
09-10-2005 05:57
There was a bug with setrot and setprimparams in child objects or along those lines which may have affected things i believe they have been fixed in the latest release
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Issarlk Chatnoir
Cross L. apologist.
Join date: 3 Oct 2004
Posts: 424
09-12-2005 10:09
SL is about to become more lively. Cool.

That and the HUD, wow.
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Tya Fallingbridge
Proud Prim Whore
Join date: 28 Aug 2003
Posts: 790
09-12-2005 10:26
From: Torley Torgeson
OMG... FREAKIN' A!!!




Ditto
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Hots Skye
Second Life Resident
Join date: 23 Oct 2004
Posts: 57
09-12-2005 13:53
This game is so amazing… that’s why I love it… Hmmmm what can I do with these new features. :)
Surreal Farber
Cat Herder
Join date: 5 Feb 2004
Posts: 2,059
09-12-2005 16:01
Anyone know what the impact on sim performance is... I have this vision of wiggly hoochie hair by the hundreds and the jello sim.
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Nathan Stewart
Registered User
Join date: 2 Feb 2005
Posts: 1,039
09-13-2005 06:42
I guess it will get thrown in the same scripting pool as everything else in the sim, so they might get laggy hair, slower moving around and jumpy if the sim is lagged on scripts, but not sure about client side to you, you'll see their slower moving hair because of the script slowing down more i think.
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
09-13-2005 07:55
Moving the prims will (like) cause full updates on the objects which will result in lag.
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Aliasi Stonebender
Return of Catbread
Join date: 30 Jan 2005
Posts: 1,858
09-13-2005 13:22
From: Strife Onizuka
Moving the prims will (like) cause full updates on the objects which will result in lag.


Tt's not just MOVING the prims, but the complexity of said objects. You can get away with moving a simple textured sphere a lot more than a 200-prim fluffy skunk tail.
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TXGorilla Falcone
KWKAT Planetfurry DJ
Join date: 4 May 2004
Posts: 176
09-13-2005 13:25
Yes I can see Wepons will now be a bit more relistic... take the Pump action ShotGun for example... no longer limited to only the avatars animation if scripted correctly to be in time with the animation...

Wooshing viser helmets

X-Men Fans can have real slideing claws like Wolvereen

Also the TSO refugees can have there spinning crystle back :p
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
09-13-2005 13:43
Wuv how this thread's still going! Sounds like all our collective theories are being spilled out on the table, some of them are being experimented with in the 1.7 Preview, and no doubt they will come to a more permanent fruition upon the "final" release.

Get dynamic!
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Paradigm Brodsky
Hmmm, How do I set this?
Join date: 28 Apr 2004
Posts: 206
09-14-2005 02:13
From: Aliasi Stonebender
Tt's not just MOVING the prims, but the complexity of said objects. You can get away with moving a simple textured sphere a lot more than a 200-prim fluffy skunk tail.


Um, could we be missing the bigger picture here? I haven't gotten to view the preview yet so I want to ask a probing question.

Beat Fox, did your tail consist of more than one prim? If so, this could just be a side effect of a much bigger feature. I have been praying for SL to demonstrate true object orientation with inheritance by allowing the use of sub groups to-move about within linked group sets without having to program the location of where each prim had to be next. This would mean robots with easily movable limbs, guns with more complex movements, etc.

Could my prayers have been answered?
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Aliasi Stonebender
Return of Catbread
Join date: 30 Jan 2005
Posts: 1,858
09-14-2005 07:08
From: Paradigm Brodsky
Um, could we be missing the bigger picture here? I haven't gotten to view the preview yet so I want to ask a probing question.

Beat Fox, did your tail consist of more than one prim? If so, this could just be a side effect of a much bigger feature. I have been praying for SL to demonstrate true object orientation with inheritance by allowing the use of sub groups to-move about within linked group sets without having to program the location of where each prim had to be next. This would mean robots with easily movable limbs, guns with more complex movements, etc.

Could my prayers have been answered?


No.

Sorry.
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Brent Linden
eXtreme Bug Hunter
Join date: 16 Feb 2005
Posts: 212
09-14-2005 11:28
Sorry, sub-linked groups are not a reality yet! I too am pining for the day when we have sub-groups a-la Illustrator! Then I can create my Giant Robot Arm 'o Doom (tm, patents pending in Ambleside) and finally pick up that ball and place it in the cup! Victory will be mine!
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Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
09-14-2005 11:30
You said 'yet'. Does that mean there are plans for it? This would be an amazing thing to have. :)
Brent Linden
eXtreme Bug Hunter
Join date: 16 Feb 2005
Posts: 212
09-14-2005 11:35
LOL, don't read into my words! I say "yet" because it's Second Life -- everything is a possibility :D
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
09-14-2005 11:36
From: Brent Linden
Sorry, sub-linked groups are not a reality yet! I too am pining for the day when we have sub-groups a-la Illustrator! Then I can create my Giant Robot Arm 'o Doom (tm, patents pending in Ambleside) and finally pick up that ball and place it in the cup! Victory will be mine!


OMG it'd be teh advent of THE CRANE GAME in SL!

That'll be one of the big tests when Havok 2 arrives, I bet... ;)
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Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
09-14-2005 11:50
OK, but I'll still keep my fingers crossed and hope :)
Julian Fate
80's Pop Star
Join date: 19 Oct 2003
Posts: 1,020
09-14-2005 12:16
From: Brent Linden
LOL, don't read into my words! I say "yet" because it's Second Life -- everything is a possibility :D

That sounds definite to me! :)

Kidding but seriously, that is my number 1 wishlist item for SL.
Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
09-15-2005 02:24
From: Brent Linden
LOL, don't read into my words! I say "yet" because it's Second Life -- everything is a possibility :D

Ah... and I dream of the days when PoseCubes can be linked to furniture and avatars are moved when sitting on objects being moved. :)

Don't let Brent kid you; Heirarchical linking is coming, it's been talked about by LL in the past, but it's such an integral change, it may take some time. =\
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Kage Seraph
I Dig Giant Mecha
Join date: 3 Nov 2004
Posts: 513
09-19-2005 15:13
From: Ardith Mifflin
Time for some pistons that actually work, hatches that really open, transformable mecha that don't rely on custom animations, and a whole lot more.


Is this where I make the obligatory joke about robot secks? o.o

EDIT: but seriously, this will lead to some incredibly cool stuff. Crud. Now I have go and spend a lot of time in SL playing with it... I for one can't wait to see what Psyra and Ardith do with this revelation.

/me explodes.
Psyra Extraordinaire
Corra Nacunda Chieftain
Join date: 24 Jul 2004
Posts: 1,533
09-20-2005 07:54
I've been playing with idears.

One was a chinese dragon avatar that twisted and snaked around realistically (and randomly) in flight.

Shame it requires more invisaprims than actual avvie prims.

If they'd only allow invisible skins now... I'd feel a want to finish making the dragon.
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Pypo Chung
Residen Meatbag
Join date: 26 Dec 2003
Posts: 220
09-20-2005 11:46
Do it now....i command you all with my powers of the Demon Lord of Panda...DO IT NOW :D As they say, anything is possible to do and make happen, all we need is people who are willing to and the time to make it. The previwer shown us what the future brings, now we just need get further into it. I'm curious how this could tweak regular avatars, One man i know named Zekeen wanted to do a Dragon Ball Z transformation but problem is, we cannot just change avatar appearances on the fly, we need to point and click each in between, instead of making it happen on a gesture. That would be a cool element to add in to gestures, adding the body parts to the list of things that could change. But i fear what that might bring from changing only in a temporarily matter. <werewolf houl leads to furrie change then after anim gone, the av stitched back to self> I would love to see the # of things a lowly gesture CAN do change and add alot more lines to make them more sophisticated.....yes i will kill you all...MUHAHAHAHAHHA!!!
Kage Seraph
I Dig Giant Mecha
Join date: 3 Nov 2004
Posts: 513
09-20-2005 11:59
Just started playing around with this. Oh my dear goodness is this freaking sweet!

(obligatory ﻈOMG!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!exclamation sort of post)

EDIT: oh mommy, this feature is so great for robotic avs.

BTW, I met Brent and Vektor Linden for the first time while testing features the other day. Super nice folks.
Armath Severine
Teen Grid Ancient.
Join date: 7 Jul 2005
Posts: 282
Oh dear.
09-30-2005 21:04
From: Cienna Samiam
Oh my. I can only imagine the new meaning that will be given to the old 'bump and grind'.


Wow. I am in a very real fear of dynamic genitals.

From: Cienna Samiam

Ima get to work on spinning pasties right now!!!! :D


And also, boobie tassels.



More things to cover my eyes in front of :O

Perhaps I shouldnt have mentioned them ^.^
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
10-01-2005 12:10
From: Strife Onizuka
Moving the prims will (like) cause full updates on the objects which will result in lag.

Not necessarily. The llTargetOmega call only causes a single partial object update, and keeps the object moving continuously without any additional updates. llSetPos and llSetRot are similar in that they only cause partial updates. Avatars themselves trigger many partial updates (blue cones) as they move, so we can make a fragile assumption that SL has been at least partially optimized in this area.

Heavy usage of llSetPrimitiveParams, on the other hand, may cause people's bandwith meters to spike :)
==Chris
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