movement with linked object-avatar attached..
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Trent Hedges
TrentCycle & GRAPHICA
Join date: 4 Sep 2003
Posts: 198
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09-01-2004 07:20
Hi all, this will sound a little odd, but I hope there is a way - looking for any suggestions: I intend to build an obect that a player can 'ride' and while they are moving forward or back i would like to 'move' some of the parts of the linked object. when they stop moving it should stop moving those parts. I realize this is a little vague bu I'd love to know if this sort of thing is possible, and I am clueful enough to cotton on to any functions you might mention  thanks! Trent.
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
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09-01-2004 07:52
Right now, due to limitations in the system, it is not possible to move, rotate, or scale prims that an avatar is sitting on.
Expect this to change sometime in the future, but who knows when.
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~ Tiger Crossing ~ (Nonsanity)
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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09-01-2004 07:56
From: someone Originally posted by Tiger Crossing Right now, due to limitations in the system, it is not possible to move, rotate, or scale prims that an avatar is sitting on.
Expect this to change sometime in the future, but who knows when. uhoh... Do you mean the *prim*, or the link set? I'm under the impression we can't edit a prim with an av on it, but we can still move prims around in the link set for vehicles and whatnot.
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Trent Hedges
TrentCycle & GRAPHICA
Join date: 4 Sep 2003
Posts: 198
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09-01-2004 09:09
sorry i can see where that was unclear.
I want the AV to remain 'seated' but have other linked prims move. roughly.... 25 prim object, root prim wouldnt have to change position, but certain child prims i want to 'animate' by moving them as the entire 'vehicle' moves forward or backward, and i want to halt that 'pseudo-animation' when the vehicle stops moving...
am i making any sense?
Trent.
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Ardith Mifflin
Mecha Fiend
Join date: 5 Jun 2004
Posts: 1,416
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09-01-2004 09:32
Sounds like you want to make a mecha. It's difficult to create vehicles that do as you've suggested, but there are some people working on solutions to the problem. Last I heard, Siro Mfume was working on a script to do linked animations that would allow mecha-style movement. I don't know if he's worked on it lately, but you might consider talking to him about it if you're truly interested.
There are other workarounds, but none of them are perfect. As it is, creating mecha style vehicles is very difficult.
(And if you weren't talking about mecha, then ignore my ramblings.)
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Trent Hedges
TrentCycle & GRAPHICA
Join date: 4 Sep 2003
Posts: 198
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09-01-2004 09:38
well - it's not really a mecha - I am trying to conceal my real idea which is why i likely sound vague. I suppose though it would have the same basic requirements of a mecha. I guess what i really want to know, aside from it being difficult - is it possible? Can you 'move' one part of a linked object and have them remain linked? Does the object just stick glued together as one big mass or can we manipulate one piece of it? If it can be moved, then there is a way to do this script-o-magically, and I welcome the challenge... so if anyone knows the function(s) that might get me started - I'm all ears  and ramblings are always good! Trent.
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Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
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09-01-2004 10:23
llSetPos(vector); when used on a child of a link set can change the position of that child object in the link set. This would work well for some thing like a gun , hidden under the hood of a car, that you want to have pop out. But it's not exactly good for smooth animation.
Also it has limitations. lIke it'll only move a child primitive when it doesn't change the position of the link set. LLSetPos when it's used on a child of a primitive linked set uses the link set center as the starting point. Not the global pos. So if you try to set a child of a link set with global pos. it'll just ignore it.
I hope that's useful. If you want to learn more I would suggest searching for LocPos on wiki.
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Jake Cellardoor
CHM builder
Join date: 27 Mar 2003
Posts: 528
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09-01-2004 11:31
Suppose you want something like a radar dish that swivels. You can rotate individual prims around the prim's own center, as described here: http://www.badgeometry.com/wiki/ChildRotation(You'd have to code your own logic to activate it when the vehicle is in motion and deactivate it when the vehicle stops, perhaps using the timer() event and llGetVel.) Moving a multi-prim component as a unit is not currently possible; you have to move each prim individually, and their independent movement will be visible.
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