SuezanneC Baskerville
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Join date: 22 Dec 2003
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04-15-2006 11:33
If I understand correctly the flex prims are moved by the wind, and they move as a result of drag.
Might it be possible to give us more direct control of making them flex, without having to move the object itself?
If the wind can make them move, why not add a new force like the wind, but under script control?
Something along that line?
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Feynt Mistral
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Join date: 24 Sep 2005
Posts: 551
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04-15-2006 13:29
Indeed, there are superheroes the world over who want to make scripts that cause their capes to billow dramatically behind them, not necessarily into the wind. Not to mention all the furries (myself especially) who want to make more realistic tail movements, even while at rest.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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04-15-2006 13:30
I originally assumed that since they react to gravity, they'd respond to llSetForce(). Unfortunately, they seem to respond to sim gravity, not local gravity.
Lindens: please consider this as a way to directly control flexible objects.
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SuezanneC Baskerville
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Join date: 22 Dec 2003
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04-15-2006 13:39
llPushObject too, I would think.
And if needed an LSL function for the special case of affecting flex prims, since they are a special case.
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Argent Stonecutter
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Join date: 20 Sep 2005
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04-15-2006 19:20
llPushObject would apply to the whole object... but that'd be kind of cool. You llPushObject an avatar... but not hard enough to move him... and all his hair prims would start lifting up like something out of Dragon Ball Z.
Nah, you're right, it should be a special function.
llSetGravity(vector gravity, integer local); would specify the gravity vector to apply to the prim.
One thing I just noticed is that increasing the gravity beyond 1.0 doesn't seem to make the prim bend much more, if at all, it mostly just makes it less affected by drag and wind. It's like flexiprims are made out of a negatively thixotropic substance that becomes more rigid under a slight continual force.
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