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Ethen Drechsler
Reanimated
Join date: 19 May 2008
Posts: 33
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01-07-2009 16:16
Can prim A rotate on its axis while rotating around prim B, which is rotating on its axis while also rotating around prim C, which in its turn would be rotating on its axis?
I only ask because I'm thinking of building an orrery.
The horrory!
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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01-07-2009 17:24
I think you can get away with A and B (llTargetOmega() on a child prim and on the root prim), but not with three levels unless you carefully calculate the motion yourself (and in that case it MAY not always be very smooth unless you do it slowly and with physical objects).
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Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
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01-07-2009 20:26
Not all linked together in the same object. What you are talking about is called "hierarchical linking" support, and SL doesn't have it yet. It's on the "pony list", though.
You can easily make a solar system with a star and planets with different orbits (and axis rotational periods). However, you will have a hard time adding moons or other planetary satellites to the mix.
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Ethen Drechsler
Reanimated
Join date: 19 May 2008
Posts: 33
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01-07-2009 23:01
Thank you both for your advice.
"Pony list"!? Charming expression.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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01-08-2009 21:37
for your third level you could use particles possibly (may be kinda jumpy) or a follower type setup where the child object reports it's next (or even current) position to an unlinked follower which updates it's own position based on that
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Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
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01-08-2009 22:48
Sadly, particles can't really be made to "orbit" anything by themselves (oh how I wish they could! :-/ ), so that's likely a non-starter.
The rest ends up just being a discrete / brute force movement engine, either physical, using llApplyImpusle/llSetForce/llMoveToTarget, or nonphysical, using llSetPos/llSetRot. In both situations, it would be lag-sensitive, tend to be rather jerky movement, and fairly significant in the script execution time area.
That said, Jeffrey Gomez has a fairly decent physics-based solar system model (the Sun is a particle emitter, too!), and it does model the Moon. Might be a starting point if you are interested in investigating that angle.
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Ephraim Kappler
Reprobate
Join date: 9 Jul 2007
Posts: 1,946
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01-09-2009 01:07
From: Void Singer ... or a follower type setup where the child object reports it's next (or even current) position to an unlinked follower which updates it's own position based on that How significant is the question of linking in this case? I ask because one approach I am considering is to build to some approximation of scale, in which case the objects would be too far apart to be linked. I could of course link the smallest prim (10cm) of the Moon to Earth then but how would its independent rotation be affected? And could the other planetary models rotate around the largest prim, the Sun, without being linked? If not, I would build to a much smaller size and dismiss the notion of approximating scale.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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01-09-2009 15:10
particle at a distance from the emitter, rotate the emitter, can be a colocated prim, or the actual prim with some texture animation for it's own rotation.
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