04-14-2006 16:12
Well, I got in, found the flexible prims option, and immediately feared the worst: low FPS, people running around with huge flopping phall(uses/i), jiggling prim breasts, etc.

Thankfully, that's not the case, yet. I also wondered if they'd make for good furry tails. Answer: no.

What I got was:

Decent FPS in the places I hang out at (one being in the preview grid), flexible prims being limited currently, not real good tail material EXCEPT for rats, but I still made myself a cylindrical tail and ran around with it (I'm a feline myself) to see how it would react. Quite fun, actually, and I can't wait until prims attached to the flexible end move with it...

Went off to a sandbox and created myself a flag that would wave in the breeze, and after a few attempts, got a decent-looking one going (can't wait for havok 2 and 1mm thick objects).


Saw a few neat capes, and even one made with Guatemala's flag (you know who you are... LOL), and until I started crashing religiously, I merely ignored being thrown back to the desktop and logged right back in.



My suggestions:

- Allow prims linked to a flexible prim to move and rotate as necessary to keep up with the end of the waving prim. This will lead to simple 2 or 4-prim feline tails (ok... maybe up to 5), and may even make other things possible.

- Flexible attributes for other prim types. Yeah, yeah, so we'll see lots of waving and jiggling prim bits, but at least the grid will be more organic...