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Crystal Falcon
Registered Silly User
Join date: 9 Aug 2006
Posts: 631
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04-04-2008 10:28
So I sell an animation set that I package in poseballs, for another anim player and I even include a modified freebie hugger attachment as well. In Havok4, the attachment positions a little too closely, so I adjusted it, but also saw it bumping and repositioning multiple times when it's used... So I took out a few of the extra llMoveToTarget lines and it played smoothly like in the poseballs and other player...  The question I have is, can I distribute this to my customers now? Or was there a reason I don't know about for the multiple MoveToTargets, maybe during times of lag or some other condition that might cause future problems? What might I be missing if I remove all but one llMoveToTarget? Thanks!  pos = avPos + posOffset1 * avRot; llMoveToTarget( pos, .5 ); llSleep(.6); pos = avPos + posOffset2 * avRot; llMoveToTarget( pos, .5 ); llSleep(.6); llMoveToTarget( pos, 1 );
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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04-04-2008 10:53
there was a tendency to bounce or slide past the target at a bad angle if you didn't make multiple calls, I've used as few as 2 with succes...
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Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
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04-04-2008 12:39
you can modify and change your script as you see fit. I have posted my solution to the Havok 4 hugger issue in the JIRA concerning it: http://jira.secondlife.com/browse/SVC-1191Here's the relevant portion: pos = avPos + posOffset1 * avRot; llMoveToTarget( pos, .5 ); llSleep(.6); pos = avPos + posOffset2 * avRot; llMoveToTarget( pos, .2 ); llSleep(.2); llStopMoveToTarget();
As to why i changed it as I did, read the JIRA comment.
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Crystal Falcon
Registered Silly User
Join date: 9 Aug 2006
Posts: 631
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04-05-2008 08:45
Thanks Void and Darien!  I commented on the Jira, because it seems an old problem was removed but now the "work arounds" because of that problem might be adversely affecting things? It seems you and I ran across the same issue Darien, but I simply resolved it by increasing the offset and removing all the extra MoveToTargets... No more bumping if you don't have the script bump them together!  On one of my items, I want the MoveToTarget to remain (it's a persistent hug from behind) so helps keep both with each other or re-connect if bumped from someone else. So I guess the remaining question is, do we still need multiple llMoveToTargets because of the old behaviour Void described? Or is it a moot point now and eliminating all but one fixes everything? 
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Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
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04-05-2008 12:54
Ultimately it will depend on what Linden Lab does. If they leave things as they are, we'll have to adjust to compensate. However should they find a way to more closely approach the old behavior, it may be that the scripts will remain relatively unchanged from what they were. So right now, the ball is in LL's court. 
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