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AikoWorld Writer
Registered User
Join date: 14 Jun 2007
Posts: 10
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06-16-2007 14:51
Hey guy's, i have problems with my sculpts, i try to walk on them, but end up 1meter above it, i can't walk flat on it.
Sculpt's are created in maya, any of you have an idea.
Thx for the help, and sorry if this is already mentioned but could't find a similer post.
Thx
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BamBam Sachertorte
floral engineer
Join date: 12 Jul 2005
Posts: 228
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06-16-2007 15:24
The mesh used by the physics engine is not generated from the sculpty mesh. They just create an ellipsoidal physics mesh from the overall sculpty size and position. If an exact physics mesh is important then make the sculpty phantom and create the solid part out of invisible non-sculpty prims.
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AikoWorld Writer
Registered User
Join date: 14 Jun 2007
Posts: 10
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06-16-2007 16:25
thank you very much, this helps my problem.
Much appriciated.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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06-16-2007 16:25
Just for clarification, the physical bounding box around a sculptie is not actually elliptical. It's the same as that of a torus with hole size of (1.0,0.5). This is because the torus is the closest thing to a sphere the physics engine can understand that won't fall over when it's made physical. By rights, the boundary should be spherical (or elliptical) since sculpties really are spheres underneath the sculpt map, but then your sculpties would roll down hill, and nobody wants that.
So, something like a sculpted staircase will never really work. Your avatar will simply walk up and over the torus; it won't be able to stand on each individual step. The best thing to do in that case is to make staircase phantom, and just put an invisible ramp over it (or inside it).
One more thing to know, the size of the torus will be the size of the prim, as indicated in the editor window (plus the normal physical tolerance, of course). So if you want to "see" it, simply rez a torus of the same size, give it the right hole size, and center it on your sculptie.
You can also do this in Maya, by the way, in order to plan. Create a torus and use it for comparison. Without such a reference, it's all too easy to make the sculpt surface way bigger or way smaller than it should be since there are no limits in Maya to how far apart the vertices can be. For best results in SL, try to have the average of the vertices fall around the surface of the torus in Maya. That way, when you bring the object in-world, the surface shape will be reasonably close to its physical size. Make sense?
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AikoWorld Writer
Registered User
Join date: 14 Jun 2007
Posts: 10
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06-16-2007 17:29
wow, now that clears up alot  Thank you for the full explenation on how the this works. and btw my problem was with a staircase  again chosen few, thx for the reply!
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