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Finn Jensen
Registered User
Join date: 5 Jul 2004
Posts: 140
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08-05-2004 03:23
Hi, I am sure this has been asked before, but I cannot find it.
I am still a newbie, who tried to make a helicopter, of course it did not fly. My friend Garth took a look at it and wow it could fly.
Then I went and edited the copter a bit. I wanted to change one prim, I unlinked the prim, edited it and then, linked all back. The seat last as I was told it is to be the parent prim.
Now my copter fly more or less upside down, no matter how I try to rotate it, with or withouth the local axes checked.
I would apriciate very much if someone could step by step explain how one set these axes so it fly as it is meant to.
Thanks in advance. finn
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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08-05-2004 10:13
Finn,
This is easy to fix. You need to make sure the parent prim is the one that contains the script and that it's global rotation at the time of linking is 0,0,0. The helicoptor should be oreiented so that front to back is along the global X axis prior to linking. Make sure it is set up in positive orientation, not ntegative (in other words, the prims in front should be further along the X axis thatn the prims in back) or else it will fly backwards.
By the way, the seat doesn't necessarily need to be the parent. For best results, the parent should be wherever you want the pivot point to be when making turns. For a helicoptor, the seat may do, but for something like a jet fighter it would need to be firther back. Also mass considerations may play into where the parent should be, depending on your script.
The spot where the av sits can always be offset to wherever you want, so there's no need to always have the object you want to appear to be sitting on actually be the one that commands the avatar to sit.
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