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syncronized llTargetOmega?

Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
03-05-2006 16:27
I often use llTargetOmega to rotate lots of prims in sync but, unfortunately, they quickly get OUT of sync. I've tried interval resets but they get out of sync too. Any ideas?
Zepp Zaftig
Unregistered Abuser
Join date: 20 Mar 2005
Posts: 470
03-05-2006 16:35
From: Eep Quirk
I often use llTargetOmega to rotate lots of prims in sync but, unfortunately, they quickly get OUT of sync. I've tried interval resets but they get out of sync too. Any ideas?

I use to link the prims if I need to synchronize them.
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
03-05-2006 16:39
USE(D) to? Why don't you any longer? llTargetOmega doesn't work on linked prims without rotating the entire linked set. Regardless, how would linking keep them in-sync?
Zepp Zaftig
Unregistered Abuser
Join date: 20 Mar 2005
Posts: 470
03-05-2006 16:43
What you need to do is to put the rotation scripts only in the child prims and not in the root prim. It did keep the rotations synchronized the last time I tried it.
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
03-05-2006 17:20
Hmm, OK, that appears to work (on the one object I've tested it on so far anyway)--thanks! Just sucks it has to be linked (and needing an additional root prim that has no rotation). SL needs a "sync" option like Active Worlds has:

From: someone
The sync and nosync flags indicate whether the rotation is synchronized to universe time. The default is sync. By synchronizing the rotation to universe time, it is possible to create a rotating object that appears to be at the same rotation for all users. This is most useful for slowly rotating objects (e.g. the hands of clock), since universe time is only synchronized to within a few seconds for all users. For faster rotating objects, sync is more useful for synchronizing multiple rotating objects in the same scene to each other (e.g. a series of gears that need to be properly "meshed" together.)

Note that in most cases the "nosync" flag will be desirable with rotate commands linked to the activate trigger. This is because unsynchronized rotates start rotating from the current yaw of the object, whereas synchronized rotates start rotating from a pre-calculated angle based on universe time.
Unfortunately, multiple, separate, linked objects can't be synced so a sync command is still necessary...
Nexus Nash
Undercover Linden
Join date: 18 Dec 2002
Posts: 1,084
03-05-2006 20:21
Reason this doesn't work is because llTargetOmega is client calculated an not server calculated. IE the client renders the movement. Sometimes it may look synced to you but totally off for someone else. To get around this would would have to use llSetRot, or something physical. However then it wouldn't be smooth... depends what you are trying to do.
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
03-05-2006 20:23
Yea, I know llTargetOmega is client-side but so is Active Worlds' "rotate" command yet it can be synced perfectly with its universe server...
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
03-05-2006 21:52
OK, linked prims don't keep llTargetOmega in sync either but they do seem to longer than unlinked prims anyway. :/
Zepp Zaftig
Unregistered Abuser
Join date: 20 Mar 2005
Posts: 470
03-06-2006 04:57
The only options would probably be to use physical prims then. Make them stay in place with llMoveToTarget. I belive llTargetOmega is a serverside physical rotation if the prim is physical, or you could use llRotLookAt with a timer to make it continuously rotate.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
03-06-2006 10:27
You can also have it "reset" the llTargetOmega by re-issuing it periodically when you get to the "top" of the cycle.

This is how the old railroad clocks used to work. They just had an electromagnet at the top of the clock and at noon and midnight a pulse through the electromagnet from the central office would pull the hands into place.
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
03-06-2006 20:22
I have a reset on my windmill but it doesn't always (usually--perhaps 50% of the time) remain seamless.

I'll try the physical route but that seems more hassle than it's worth. SL just needs a sync option...
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
03-06-2006 21:03
The Lindens generaly don't look for feature suggestions here, maybe you should post on in the feature suggestion forum?
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