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Moving Co-Dependant objects & object binding

Graham Mondrian
Registered User
Join date: 16 Mar 2005
Posts: 59
03-16-2005 08:27
Hiya,

I'm quite new and can't find any tutorials on how to bind primitive objects I create so that they'll always move together!?

But more interestingly, what's a good way to pass data between objects that need to move independantly (or control them together) ... i.e.... a robots body telling its legs where to go *g* I thought about passing messages down private channels but im not confident about doing it that way.
Harris Hare
Second Life Resident
Join date: 5 Nov 2004
Posts: 301
03-16-2005 10:14
If you aren't familiar with linking primitives together it works like this: When you hold down the shift key (or maybe it's ALT? I'm not in world right now so I forget), click on all the primitives and choose "Create Link" from the menu it will link those prims together as a single set. The last primitive you chose will be known as the "base" prim.

Now that they are linked, you can simply move the base prim and the others will move along accordingly. If you need to rotate or move only one prim in the set, there are ways of doing this also.

As for communicating between prims in a linked set you should use llMessageLinked. If you decide not to link the parts together for some reason, the most common way to communicate between prims is to just have them listen on a hidden channel.
Graham Mondrian
Registered User
Join date: 16 Mar 2005
Posts: 59
03-16-2005 11:27
thanks harris, the message thing seems a bit iffy but ill find some way of using consistent keys to prevent people from making it dance :P
Kendra Bancroft
Rhine Maiden
Join date: 17 Jun 2004
Posts: 5,813
03-16-2005 11:31
last co-dependant object I moved was my ex.


::::drum roll, snare, bass:::::
Racer Plisskin
Rezerator
Join date: 2 Jan 2005
Posts: 147
03-17-2005 17:03
Hi Graham,

As far as moving multiple objects in sequence (like a robots legs), that is possible, but very much a pain in the butt for now. You have to script each prim individualy for each motion. Because there is no way to guarantee the timing of all the scripts, robot walking often looks prety wierd and only gets worse with lag.

LL is working on upgrading the games physics engine from Havok1 to Havok2. That will support ragdoll physics and projects like robots, etc. should be much easier to implement and should look/behave much better when completed. ;)

Racer P.
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
03-17-2005 17:33
Shameless plug YET again.

However, that's a bit advanced. Buyer beware. :D
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
03-17-2005 17:43
From: Jeffrey Gomez
Shameless plug YET again.

However, that's a bit advanced. Buyer beware. :D


There is no shame in something honorable and fun! :)

Hope you find a solution that works well for ya, Graham.
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