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Tod69 Talamasca
The Human Tripod ;)
Join date: 20 Sep 2005
Posts: 4,107
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02-14-2007 06:47
I built a large avatar with wings constructed from Four 10m prim cubes, then linked to the one prim nearest the body. The body itself is quite large.
So- is it possible to script the wings to flap, either as actual flapping or would the whole "changing alpha on an Up wing/Down wing" work and stay synchronzied.
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Tiarnalalon Sismondi
Registered User
Join date: 1 Jun 2006
Posts: 402
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02-14-2007 10:39
The alpha/non alpha solution is the easiest, but imho it looks bad on something like this. It's great for something like a holstered weapon vs drawn weapon, but a wing should have movement.
I don't make wings, but the easiest thing to do I would imagine would be to first, unlink the wings from the main AV and have them as separate attachments.
I believe if you have a sphere as the root prim at the base of the wing and rotate that back and forth it will create the flapping motion quite easily, but I cannot say for sure since I'm used to limiting the amount of prims I have to move on an object.
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JoeTheCatboy Freelunch
Registered User
Join date: 14 Jun 2006
Posts: 42
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yes
02-14-2007 15:09
it would work, you could just use multiple scripts, and have a main script control them all with link messages. example pseudo code. in the wings- link_message flap(num);
where flap is a global function that checks if integer flap is == true, if it is set the rotation to outwards. if its false (!flap) set the rotation to inwards.
main script timer() flap = !flap llmessagelinked(flap) or whatever.
tadaa, that's how it would work.
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