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Diego Pannotia
Laronzo Fitzgerald
Join date: 14 Nov 2006
Posts: 37
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03-17-2007 17:57
Hi guys, all suggestions & code will be highly appreciated.
I have a 24 prim Head with a rod in the middle of it. I have a 21 prim Body.
I have attached the two so that the whole "being" is one 46 prim object for non-physical movement.
I want to be able to rotate the head on the rod I've rammed in it's middle as the charming "diagram" below displays without the body rotating at the same time:
O MultiPrim Head | Rod to rotate on Z axis M MultiPrim Body
What can I do? =O
EDIT
Is it possible for me to code that, in this 46 prim object I want prims 1 - 24 (the head) to rotate about prim 25 (the rod) and thus leave prims 26 - 46 as they are?
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Ed Gobo
ed44's alt
Join date: 20 Jun 2006
Posts: 220
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03-18-2007 03:15
Without hierarchical linking this is not easy to do in sl.
You can manipulate linked prims wrt to the parent, but each would have to have its own code and movement, and they would all move at slightly different times, probably not a pretty sight.
The head and body might each be made into an independent linked object. Then you might move them with identical instructions, and watch the head get left behind, catch up and perhaps get ahead (sic) of the body. The rod could be linked to either the head or the body, but not both.
This might be much more doable if mono fullfills its promise of much faster execution and if as a result the bits are better syncronised.
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Diego Pannotia
Laronzo Fitzgerald
Join date: 14 Nov 2006
Posts: 37
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03-18-2007 04:10
hmm quite. I didn't like the huge bulk of the multi-move scripts - it's all a rather garish and bloated way to achieve a relatively simple effect.
You mention "Without hierarchical linking this is not easy to do in sl." Does this mean SL does not have this capability or, SL has this capability but it's difficult to use. If it's difficult to use bt exists I'd like to explore it if you could explain it furthur, cheers.
When is mono due to be released?
Mark.
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Anti Antonelli
Deranged Toymaker
Join date: 25 Apr 2006
Posts: 1,091
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03-18-2007 04:32
Diego - hierarchical linking just does not exist. A prim is either the root of the whole object (in which case scripted movement effects every other prim linked to it) or it's a child, on equal terms with every other child (in which case scripted movement doesn't effect *any* of the other prims).
So you're stuck with the options Ed mentioned: an individual script in each prim of the head, with all the ugliness that entails (not to mention some ugly math to get the various rotations and translations working properly), or leave the head assembly not linked to the body and script it to "keep up" while enjoying the benefit of rotations being fairly trivial.
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Diego Pannotia
Laronzo Fitzgerald
Join date: 14 Nov 2006
Posts: 37
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03-18-2007 04:42
Hmm lush eh. Is there an expected date for mono to be incorporated in SL?
I'll just have to rotate the whole 46 prim, but as a non-physical object ofcourse. I want to emulate llLookAt with an agent sensor
Mark.
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
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03-18-2007 10:01
Mono.. like a new avatar mesh, a replacement for hinges, llTeleportAgent, and Havoc 2.. will be added... Soon™*Soon™ - standard official response at MekTek.net for "when will the next patch be released?" for Mechwarrior 4: Mercenaries. "Soon™" (and it's derivations, "Soon²", "Soon³", and "Soon³·¹" referred to "an unspecified period of time, which will reach it's end when it is over." or as Mom might say to the question "When's dinner?".. "when it's finished."
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