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Sundi Metropolitan
Registered User
Join date: 14 Sep 2005
Posts: 24
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07-07-2007 18:18
I am trying to animate an object using the SetPrimativeParams command in each prim and triggering it using the messageLinked command. It works but it is so slow and each part moves by itself (basically one at a time). For instance, if I was making a robot and trying to move the head in a yes or no nod, then the nose, mouth, eyebrows and eyes have to be moved along with the head. I have seen some products that move a group of prims as though they were one part.
My question is how is that done? Is there a way to make a subassembly to move together?
Any thoughts on this subject would be greatly appreciated!
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Haruki Watanabe
llSLCrash(void);
Join date: 28 Mar 2007
Posts: 434
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07-07-2007 18:50
well - it might help if you make the head the root prim... thus, when you animate the head, the rest will be animated with it...
don't know whether this still works, when you link the 'head-group' with the rest of the body...
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Baron Hauptmann
Just Designs / Scripter
Join date: 29 Oct 2005
Posts: 358
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07-07-2007 20:17
Haruki - nope. There is only one root prim per Link-set, and no hierarchy within a set. Sundi - not really sure how to get it to work better 
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Zen Zeddmore
3dprinter Enthusiast
Join date: 31 Jul 2006
Posts: 604
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07-07-2007 21:17
can the linked set be redefined via script? can one redesignate which prim is root?
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A kilogram of programmable nanobots can lower the certainty of both death AND taxes.
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Senuka Harbinger
A-Life, one bit at a time
Join date: 24 Oct 2005
Posts: 491
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07-08-2007 01:09
From: Baron Hauptmann Haruki - nope. There is only one root prim per Link-set, and no hierarchy within a set. Sundi - not really sure how to get it to work better  The trick is link messages and multiple scripts setting llSetPrimitiveParams. this way the command to move the head is given out and all the pieces execute their particular portion at the exact same time. there is a 0.2 second delay when using llSetPrimitiveParams, so you may need to use multiple scripts in each prim if the movement is too jerky for your animation.
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My SLExchange shopTypos are forgiven; desecrating the english language with reckless abandon and necrophilic acts is not. The function is working perfectly fine. It's just not working the way you wanted it to work.
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