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Collisions with AV question

Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
10-10-2005 19:44
Has anyone done extensive testing, or does anyone happen to know where the collision bounding box around the avatar is... I had a terrible hunch that looks like it's proving true...

What I mean is, I made a bunch of "guns" in a circle around me, that shoot a bullet that freezes and turns phantom when it collides. And then I made it a 360-circle, with a bunch of guns basically... And if someone knows anything other than the following, please let me know. :

It appears about 1/2 to 1/3 m around the AV collisions happen. Or at least "collision_start" is called; I noticed a few appear to start to bounce off me and then trigger and turn phantom :/

Also, there's a little area above my head, I tried with bigger and smaller AV's and got the same effect...

I'm guessing I can't use collisions to tell even how tall an AV is, let alone how wide, say, their neck or arm is to "automatically size" a scarf, wrist-band, any sort of attachment... I can't even seem to collide with the arm, as I feared any animation you're running doesn't affect collisions at all, If you're sitting in a chair and someone shoots something above your head, it will collide with you. If you're sitting in a chair or standing in a specific area and run a dance animation that makes you dance a couple meters to the right, then people will shoot right "through" you and collide when shooting at your original "root" position, where you started the anim or are still sitting...

As far as collisions are concerned we are a tall egg-shape and nothing more, no matter what we're doing? :confused:
Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
10-20-2005 08:08
Bump? Yes? No? Nobody cares? Pie? :(
Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
10-20-2005 08:52
From: someone
As far as collisions are concerned we are a tall egg-shape and nothing more, no matter what we're doing? :confused:
To my understanding, yes, the bounding area of an AV is very crude and is likely a single prim of unknown (to me) shape.

There is certainly not sufficient programmatic detail for sizing a scarf or wristband, which is why clothiers often make their items mod/no-xfer (and copy so they can go in multiple outfits).

Also note, that if you are using "bullets" to experimentally determine the shape of the bounding box, they better move really slowly as the physics engine (thus collision detection) is clamped to 45FPS maximum.
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