Tyken Hightower
Automagical
Join date: 15 Feb 2006
Posts: 472
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11-23-2006 18:18
I'm sure it's tiring to see things that seem like bug reports posted in Answers.. but I only do this when it gets ridiculous and a little more attention is required than posting a bug report alone. Essentially, any link set of prims where the root prim is at any global rotation other than a right angle to all axes will slowly but erratically move around each time anything in the linkset rotates locally. For example, I have a simple clock with hands that are rotating child prims. A friend has a door that rotates as well, and has the same issues. His door and my clock, when they're allowed to rotate their prims, will slowly but surely migrate across the sim until until they're gone. When I first made the clock, I deemed it a failed project because I had no idea why it was moving. These objects make use of absolutely no positioning, movement, or practically any other functions except llSetRot() or llSetLocalRot() (we're not making some drastically stupid oversight). Someone needs to look into this. 
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Farallon Greyskin
Cranky Seal
Join date: 22 Jan 2006
Posts: 491
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11-26-2006 23:40
I've had these problems too...
A workaround (just to keep the project from being a failure) is to get the objects position at some point after rez (first touch, voice command that then turns off the listen when set, something) then periodically reset the objects position in world once a day or whatever it takes to keep it in place.
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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11-29-2006 14:08
From: Tyken Hightower ....For example, I have a simple clock with hands that are rotating child prims. .... A Group of us went thru tons of testing about a month back with this whole Rotation causing the prim to slowly drift. There are lot of things that casue this. Even when the axis are at perfect right anlges. The shape of the the prims has a role in this as well. Here is my thought... It is a limit of the Havok Engine. It works with centers of mass or center of a Bounding Box, have no idea realy, and it back pedals to give us the prims postition. So with all these little caculations that go on in the background there is a slight amount floating point error. It is a major issue in my book. I had one item setup in Beta tha had drifted over 20m after setting it rotation ever 0.5 seconds. I don;t how much of this is true with the havok engine since we can never get an answer from any of the Linden on this matter or even an acknowledgment. I have been told it is being looked into, after I have given them a flood of testing data. here is the post in the beta forum /310/7e/144846/1.html
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