Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

flex prim issues

Desiray Carlos
Registered User
Join date: 16 Oct 2005
Posts: 3
06-27-2006 19:43
I have a few questions regarding flex prims...

1. Will flex prims ever be allowed to have more than one anchor point in the future?
2. Will we ever be able to link a flex prim to a solid prim and have them stay that way without the solid prim turning into a phantom object also?

... I think thats it for my questions... for now *wink*

Des
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
06-28-2006 07:14
Asking for predictions on the future is an exercise in futility. As our good friend Yoda once put it, "Difficult to see; always emotion, the future is." Even LL can rarely offer definitive answers on what's coming, let alone the rest of us, who can only guess.

Speaking of LL, just so you know, if you want answers directly from them, you'd be better off posting in the Second Life Answers forum. That's what it's for. Posting here in the resident forums, you're most likely just to get speculation from fellow residents, people just like yourself, who have no more access to information than you have (although Lindens do chime in occasionally). That having been said, since you did post the questions here, I'll offer my best educated guesses. Just keep in mind that anything I might say about the future is all purely speculative, based solely on known information about the present.

From: Desiray Carlos
1. Will flex prims ever be allowed to have more than one anchor point in the future?

Doubtful, unless they fundamentally change the way the flex works. Flex is purely a client-side graphical effect. As far as the server knows, flex doesn't exist, all objects are rigid all the time. When a prim is tagged "flexible", the SL client sees that tag, and sends a message to your graphics card to draw the prim as if it were floppy. The effect is purely visual. It's not really happening physically. Therefore, it would be pretty tuff to determine how a second anchor point would affect it, or where that anchor point even is. Physically, all points along the prim profile are always in a straight line.

That's why flex prims are phantom, by the way. It's the simplest way to avoid what would look like strange collision behavior. Since the prim doesn't actually flex physically, its collision bounding box never changes. Take a tall cylinder, let it flex, and you'll watch it bend in half, but as far as the physics of the object are concerned, it's still standing up straight. If it weren't phantom, you'd be able to stand your avatar on top of it, and it would look like you're standing in mid air.

Visually, the prim may appear to be bent in half, but physically, it's the same prim it always was. You can't see it the way it really is because your graphics card has been instructed to draw it differently by the flex tag, but nothing actually inside SL knows that.

From: Desiray Carlos
2. Will we ever be able to link a flex prim to a solid prim and have them stay that way without the solid prim turning into a phantom object also?

With the physics engine that SL currently uses (Havok), all objects must be either entirely tangible or entirely intangible (phantom). Supposedly, newer versions of Havok overcome this limitation, and do allow for partial tangibility. LL has been working on upgrading to Havok 2 for a long, long time now, and they have stated that it will allow for the linking of phantom and non-phantom prims for vehicles, so it can be assumed that it would also be true for other types of objects. Of course, they also "promised" that we'd have Havok 2 in SL version 1.7, but here we are, many months later, well into 1.10, and we're still on Havok 1.

It's possible that we may never see Havok 2 since Havok 3 has been out for quite some time now. Perhaps LL is still trying to patch in Havok 2; perhaps they've scrapped that project in favor of Havok 3; or maybe neither. Who knows?

All we can talk about for certain is what we have now. I think by now LL has learned their lesson about making promises they can't keep, so they tend to be a little more tight lipped these days about exactly what will be coming and when. All we can do is wait and see.
_____________________
.

Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested.
Desiray Carlos
Registered User
Join date: 16 Oct 2005
Posts: 3
06-29-2006 16:38
Ok, I understand now ty
Gattz Gilman
Banned from RealLife :/
Join date: 29 Feb 2004
Posts: 316
06-29-2006 18:46
i heard an interview with philip a few months ago and he was saying that they are actually working on implementing havok 3 instead. but no eta, as per the linden way.
_____________________
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
06-29-2006 19:53
From: Gattz Gilman
i heard an interview with philip a few months ago and he was saying that they are actually working on implementing havok 3 instead. but no eta, as per the linden way.

Good to know. I wonder if they'll have it ready before Havok 4 comes out.
_____________________
.

Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested.
Damanios Thetan
looking in
Join date: 6 Mar 2004
Posts: 992
06-30-2006 04:52
From: Desiray Carlos
I have a few questions regarding flex prims...

2. Will we ever be able to link a flex prim to a solid prim and have them stay that way without the solid prim turning into a phantom object also?


If you link the solid prim as root, the prim stays solid. (Only the flex part will be phantom)
But I assume you'd like it the other way around? As flex prims are client based, it's not possible to have solid prims interact using the flex prim movement path. As the server has no idea where the flexy bits of the prim actually are. I don't see server based flexible objects in the near future, so don't get your hopes up. (As said by Chosen)
_____________________