Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Animating sculpted prims on physical vehicles?

Expedition Offcourse
Registered User
Join date: 7 Sep 2007
Posts: 2
10-03-2007 20:01
I ran into a strange problem while working on a vehicle today. I have a couple of sculpted prims that are animated by calls from a script in the root prim of the vehicle. That works just fine. When I sit on the vehicle (which turns PHYS on and takes controls) the vehicle acts as expected. However, when I trigger the sculpted prim animation script (which simply changes the UUIDs of the sculpt maps), the entire vehicle turns physics off. I've included physics=true commands in both the set status of the root script and the LLSetPrimParams of the sculpted prims. That had no effect. Any suggestions? I'd prefer NOT to go the way of attached non-physics vehicle unless there is no other alternatives.
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
10-03-2007 20:41
I thought animated sculpties couldn't work in vehicles anyway, because that would unsit passengers (see ). (Maybe it's that unsitting that turns physics off as a side-effect in this case.) As for workarounds, maybe a hybrid, with just the sculptie as an attachment... or, possibly, as a follower.
Boss Spectre
Registered User
Join date: 5 Sep 2005
Posts: 229
10-03-2007 23:51
I agree with Qie, I suspect that the problem is one where the script turns off physics on unsit, and unsit is triggered with any llSetPrimitiveParams() call using PRIM_TYPE.

AFAIK there is no way to change sculpt textures without unseating any seated avatars from the object. (except perhaps media texture, which will work great on land that you own, short leash for a vehicle though)

Also AFAIK Sculpted prims do work on vehicles, as long as the sculpt texture is not changed while an avatar is seated. The collision box appears to be the volume of a sphere 60% the size of the sculpted prim's dimensions.

I for one would love to see an LLSetSculptTexture() call like llSetTexture(), to bypass PRIM_TYPE since this should not affect physics. (Unless of course they are planning to implement better collision for sculpts.)
nand Nerd
Flexi Fanatic
Join date: 4 Oct 2005
Posts: 427
10-04-2007 08:04
Possible work-around, driver wears an attachment with the sculpted prims while sculpted prims on vehicle turn alpha.
_____________________
www.nandnerd.info
http://ordinalmalaprop.com/forum - Ordinal Malaprop's Scripting Forum
Zen Zeddmore
3dprinter Enthusiast
Join date: 31 Jul 2006
Posts: 604
10-04-2007 08:08
just a heads up here, on beta with H4 i was sitting on an animated sculpty without any problem. things are gonna change:)
_____________________
A kilogram of programmable nanobots can lower the certainty of both death AND taxes.
Expedition Offcourse
Registered User
Join date: 7 Sep 2007
Posts: 2
10-07-2007 18:49
Great news Zed, thanks for reporting this. I will wait for Havoc 4 to release to the main grid before going forward.
Katah Baryl
Registered User
Join date: 16 Jun 2008
Posts: 13
07-07-2008 22:20
Hmmm....

Using Havok 4, I'm quite happy that changing sculpties doesn't throw people off a vehicle. But so far it still seems to kill the vehicle function. I find that restarting the vehicle script works okay, but this is prohibitive if we're talking about something as regular as a bird's wings flapping.

I've tested a bunch of things and I'm pretty sure that's what's going on (the vehicle controls or function just stops when changing prim parameters when someone is riding on it.)

I've scoured the forums and this subject is strangely silent. Am I the only person still experiencing this?
Fiona Branagh
... or her equivalent.
Join date: 1 Feb 2007
Posts: 156
07-08-2008 08:08
Actually, I'm curious about this also. I've always wanted to make a vehicle version of my horses but understood that changing the Primitive Parameters threw people off a sit. I'm glad that's apparently changed (I am going to go try to add some new animations with the horses now that take advantage of it) but I can't make a vehicle horse if the sculpty legs can't morph and relocate without shutting down vehicle function.

Is this actually what's going on? I can't waste a lot of time trying to script something that is going to be impossible in the end.
_____________________