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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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05-30-2008 10:18
Hmm, this is an annoying one but I've been reading about it on the wiki.
Basically, I'm trying to use physics actions (llMoveToTarget, llRotLookAt) to move a very large object smoothly. However, despite it being set to phantom (since I don't care about collisions, only smooth movement without a bazillion scripts), the mass is around 17,654 "lindograms" (kg). With all of the primitives hollowed, and the object split, this can be reduced to 1,760 kg, however, I really can't reduce this any further.
Is there any way to overcome the effects of gravity on an object like this? As I say; what I want to achieve is smooth movement for both position and rotation. I'd rather not use loads and loads of llSetPos() calls across many scripts, as these go out of sync really easily with other objects and can look really bad if they do, or be too unresponsive/laggy if properly synchronised.
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Computer (Mac Pro): 2 x Quad Core 3.2ghz Xeon 10gb DDR2 800mhz FB-DIMMS 4 x 750gb, 32mb cache hard-drives (RAID-0/striped) NVidia GeForce 8800GT (512mb)
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Johan Laurasia
Fully Rezzed
Join date: 31 Oct 2006
Posts: 1,394
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05-30-2008 12:44
From: Haravikk Mistral Hmm, this is an annoying one but I've been reading about it on the wiki.
Basically, I'm trying to use physics actions (llMoveToTarget, llRotLookAt) to move a very large object smoothly. However, despite it being set to phantom (since I don't care about collisions, only smooth movement without a bazillion scripts), the mass is around 17,654 "lindograms" (kg). With all of the primitives hollowed, and the object split, this can be reduced to 1,760 kg, however, I really can't reduce this any further.
Is there any way to overcome the effects of gravity on an object like this? As I say; what I want to achieve is smooth movement for both position and rotation. I'd rather not use loads and loads of llSetPos() calls across many scripts, as these go out of sync really easily with other objects and can look really bad if they do, or be too unresponsive/laggy if properly synchronised. Short answer, nope, not to my knowledge. llMoveToTarget can only handle only so much from what I understand. What's needed is a non-phyiscal llMoveToTarget style function for smooth movement w/o all the laggy llSetPos()
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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05-30-2008 13:30
From: Johan Laurasia Short answer, nope, not to my knowledge. llMoveToTarget can only handle only so much from what I understand. What's needed is a non-phyiscal llMoveToTarget style function for smooth movement w/o all the laggy llSetPos() Hmm, you're probably right. I looked around the JIRA for such a function but came up with nothing, so I've posted my own: http://jira.secondlife.com/browse/SVC-2437If anyone wants to vote for it do feel free =)
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Computer (Mac Pro): 2 x Quad Core 3.2ghz Xeon 10gb DDR2 800mhz FB-DIMMS 4 x 750gb, 32mb cache hard-drives (RAID-0/striped) NVidia GeForce 8800GT (512mb)
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Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
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05-30-2008 13:33
/me jumps up and down on the vote button.
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Tired of shouting clubs and lucky chairs? Vote for llParcelSay!!! - Go here: http://jira.secondlife.com/browse/SVC-1224- If you see "if you were logged in.." on the left, click it and log in - Click the "Vote for it" link on the left
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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05-30-2008 16:18
Use vehicle functions. They aren't subject to mass or energy constraints. Of course, it's a little more difficult to get it going where you want it too, since they all act on local velocity rather than global velocity and position....
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