Why does my physical object float 6inches off the floor?
|
|
Rook Inventor
Registered User
Join date: 11 Mar 2009
Posts: 22
|
03-31-2009 10:42
If you are looking down at it, you won't notice it right away but if you move the camera to floor level there's a definite space there. Is it a bug or just something I have to live with? I'm posting this in the script section because I intend to script the object to move about the room.
|
|
Viktoria Dovgal
…
Join date: 29 Jul 2007
Posts: 3,593
|
03-31-2009 11:10
It's a Havok thing, physical objects are only to 10 cm precision, so objects can be pretty far apart and still count as touching.
|
|
Rook Inventor
Registered User
Join date: 11 Mar 2009
Posts: 22
|
03-31-2009 11:39
Ok that may actually help me in the long run.
|
|
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
|
03-31-2009 13:50
It may also have to do with the detail being used to render the object. In fact it is more than likely both that and Havok, at least if your prims have any curvature. Paaaaaarty! 
|
|
Paladin Pinion
The other one of 10
Join date: 3 Aug 2007
Posts: 191
|
04-01-2009 19:24
The more detail, the more it floats? How odd. How come?
I made a physical 12-prim object which, among other things, is a follower. When I turn off the following behavior, it drops to the ground -- but it always hovers a little. My land is bumpy and teraformed, and it seems like Havoc is getting some kind of terrain average when determining where the ground is. I wish there was a way to calculate the real ground level so it could get a little closer.
I also made a 2-prim fried egg, very simple, almost no detail. I put a land_collision_start script in it, and when it "collides" with the ground it is often somewhere around waist height. That seems way off. I was thinking I should use land_collision instead, and at the first trigger, turn off physical. But I haven't tried that yet. Would that get my egg closer to the ground?
|
|
Abraxes Binder
Registered User
Join date: 23 May 2008
Posts: 205
|
04-03-2009 01:53
actually, avis also 'float/hoover' over the naked prim-surfaces. bad for realism, great for saving your shoes..  ab
_____________________
BR ab
|
|
Nexii Malthus
[Cubitar]Mothership
Join date: 24 Apr 2006
Posts: 400
|
04-04-2009 04:02
Paladin, detail meant as in the actual 'detail' of the primitive itself. Turn you Object detail slider all the way down to zero in your graphics settings, THAT is what is used as the actual physics mesh in Havok, some for the terrain, albeit it is a much more detailed physics mesh for land since it is static and less time consuming for Havok to calculate.
_____________________
 Geometric Library, for all your 3D maths needs. https://wiki.secondlife.com/wiki/Geometric Creator of the Vertical Life Client
|
|
Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
|
04-04-2009 18:28
That's why my friend's physical popcorn popper had to be so big. Making it "small" and the popped corn kernels wouldn't get within 6 inches of each other.
Making the popcorn pieces super big, and the popper equally big, made it a lot more fun anyways.
_____________________
 ● Inworld Store: http://slurl.eclectic-randomness.com ● Website: http://www.eclectic-randomness.com ● Twitter: @WinterVentura
|
|
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
|
04-04-2009 18:34
From: Nexii Malthus Paladin, detail meant as in the actual 'detail' of the primitive itself. Turn you Object detail slider all the way down to zero in your graphics settings, THAT is what is used as the actual physics mesh in Havok, some for the terrain, albeit it is a much more detailed physics mesh for land since it is static and less time consuming for Havok to calculate. And this is also why a "round" sphere does not roll worth a darn.
_____________________
I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime. From: someone I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
|
|
Paladin Pinion
The other one of 10
Join date: 3 Aug 2007
Posts: 191
|
04-04-2009 21:32
From: Nexii Malthus Paladin, detail meant as in the actual 'detail' of the primitive itself. Turn you Object detail slider all the way down to zero in your graphics settings, THAT is what is used as the actual physics mesh in Havok, some for the terrain, albeit it is a much more detailed physics mesh for land since it is static and less time consuming for Havok to calculate. Oh THAT detail.  So what I see isn't what others may see? I thought the server determined where the ground was.
|