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Child Rotation and Repositioning Questions

Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
11-02-2004 18:49
Hi, after messing around with child rotation a bit, and surprised that I hadn't seen anything like this yet, I decided to try to make an object that uses child rotation and positioning to have more complex movement.

So, I got this cat, and he's got a tail, and after beating my skull against the screen for an evening, I got tail, made of 4 prims (3 torus-pieces and a sphere at the tip), and I am using llSetPos and llSetRot to reposition the tail between two poses to start...

However, right now it does the move entirely first, and then the rotation. So, the tail breaks apart and reforms, breaks apart and reforms.

Do I need to use llMoveToTarget and llLookAt? The object is physical and according to the built-in script help (I want the wiki back :eek: ) I should use these instead anyhow, and I thought, "Ok, these commands will make it move smoothly and rotate at the same time", but haven't had any luck with these commands.
Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
11-02-2004 18:53
The move and the rotation can be called from two seperate scripts (controlled from a third) so they happen at about the same time. This will smooth things out a little.
Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
Closer...
11-02-2004 20:11
Thank you Jillian! That does help... Yah, I'm using a script in the main prim that sends linkmessages via timer to make the tail "wave", and split the script in each piece of the tail into two as you suggested. I also added a few more "frames" in between the two "key frames" of the animation (IE have the tail move and rotate to a closer, less drastic different, distant position first)... And it looks DO-ABLE now at least... still seems to jump at the first sign of lag, tho.

At which point I have to ask, Is having an object that will require about 50 scripts (gonna be over 25 prims easily times now 2 scripts per child) each moving paws, ears, tail, ect, to different positions in what will now be very small, incremental moves... Um, very very bad?? Is having 50+ scripts in and of itself bad and lag inducing? I know anything with physics helps add to lag... I just want to make a pet with moving parts, not a lag machine...
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
11-02-2004 21:32
crossing sim boundries will be *ugly* (as it will take a bit of time to transfer from one sim to another with that many linked_message events)

syncronously moving linked prims is going to look ugly, no way to avoid it.
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