|
Jesu Forager
Registered User
Join date: 17 Oct 2007
Posts: 25
|
01-26-2008 12:39
Ok simple problem, but I just can't get it, I dunno why
Anyways I have a sphere on an attachment, it emits particles, it's pointed up so that the particles go up when I'm standing. But I want it to rotate to always be pointed up say if I'm stitting, laying down, hanging upside down whatever. I've tried various combinations of llgetrot, llsetrot, llrot2up (and yes I realize this just checks where the Z axis is pointed), etc. and nothing so far has worked right. Thanks in advance
|
|
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
|
01-26-2008 13:32
From: Jesu Forager Ok simple problem, but I just can't get it, I dunno why
Anyways I have a sphere on an attachment, it emits particles, it's pointed up so that the particles go up when I'm standing. But I want it to rotate to always be pointed up say if I'm stitting, laying down, hanging upside down whatever. I've tried various combinations of llgetrot, llsetrot, llrot2up (and yes I realize this just checks where the Z axis is pointed), etc. and nothing so far has worked right. Thanks in advance Viagra??????? Take a look at llRot2Up
_____________________
I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime. From: someone I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
|
|
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
|
01-26-2008 13:51
If acceleration instead of initial speed would be acceptable for your application, that is in global coordinates, so you might mess around with an acceleration like <0.0, 0.0, a>.
EDIT: Actually this may be your ONLY option, unless you want to count on some part of the body (e.g. hips, pelvis, stomach, spine) not being moved significantly by animations. You cannot account for how animations affect positioning in scripts. ...as Day Oh said below while I was editing. Oops.
|
|
Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
|
01-26-2008 13:53
Animations are played by clients and not by the simulator, so essentially if an object is attached to an avatar it has no way of knowing what its world-relative rotation would be. It knows its rotation relative to the attachment point, but since the sim has no concept of attachment points being animated, that's all that is available.
Luckily for your application, the particle acceleration parameter causes a world-relative acceleration. PSYS_SRC_ACCEL set to <0.0, 0.0, 1.0> should make the particles accelerate toward the sky regardless of the object's rotation.
|
|
Jesu Forager
Registered User
Join date: 17 Oct 2007
Posts: 25
|
01-26-2008 15:17
From: Day Oh Animations are played by clients and not by the simulator, so essentially if an object is attached to an avatar it has no way of knowing what its world-relative rotation would be. It knows its rotation relative to the attachment point, but since the sim has no concept of attachment points being animated, that's all that is available.
Luckily for your application, the particle acceleration parameter causes a world-relative acceleration. PSYS_SRC_ACCEL set to <0.0, 0.0, 1.0> should make the particles accelerate toward the sky regardless of the object's rotation. good man, dunno why I didn't think to just add a push to them, right now they just have a variable speed and an ANGLE_CONE setting so they go wherever the sphere is pointed, thanks mate
|