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Havok4 and sculpties?

Okiphia Rayna
DemonEye Benefactor
Join date: 22 Sep 2007
Posts: 2,103
12-09-2007 15:13
I was reading the update on the Havok4 Beta, and was seeing what it is supposed to do and one was
From: someone

Volume Detection
Volume detection is now the exact shape of the object instead of the bounding box
Uniformly scaled spheres are implicit (roll like spheres instead of faceted blocks)
Shapes are quantized
The colliding shape may differ slightly from the aparent shape
The errors should be smaller than the collision tolerance threshold, and thus not noticeable
Shape errors would be most noticable for large objects if they are noticable at all



Does this mean that sculpties will be able to be walked on and such, instead of having non-phantoms be big boxes?

If so then YAYYYY!!! lol.if not, then what's that mean?
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
12-09-2007 15:25
I doubt it has any bearing on sculpties. As I understand it, the sculpt shape is just a client-side graphical effect. The server has no knowledge that the sculpty is anything other than a sphere (in the same way that the server has no knowledge that a flexi is anything but a rigid cube or cylinder). I'd love to find out I'm wrong about that, but I don't think I am.

What I think it's actually saying is that the physics engine will more accurately track collisions in accordance with the actual shapes of prims, rather than the rougher shapes of their bounding boxes. It still won't correlate perfectly, but it will be a lot closer. And rounded surfaces will behave physically as if they're actually round, rather than as faceted polygons. In theory, that would mean if you role a ball down a hill, it will roll smoothly instead of bouncing from corner to corner, facet to facet.
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Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
12-09-2007 17:30
Andrew Linden has talked about wanting to get a better approximation for the physics of sculpties than the current one (which is a torus of the appropriate size I believe), but that's not in the current Havok 4.

The round physics behaviour is only for actual spheres. I think if you change it a bit (cut, make it ellipsoidal etc.) then it goes back to faceted.
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Okiphia Rayna
DemonEye Benefactor
Join date: 22 Sep 2007
Posts: 2,103
12-09-2007 17:37
Thanks much ^_^

too bad.. would be awesome wouldn't it?

Eventually...
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Owner of DemonEye Designs Custom Building and Landscaping
Owner and Blogger, Okiphia's Life
http://okiphiablog.blogspot.com/
Carl Temin
Registered User
Join date: 29 Sep 2006
Posts: 39
Sculpties, Havok 4 and sit problems
02-06-2008 05:37
Hello all

One major problem i have noticed with Havok 4 is that objects made from Sculpties that you sit on can trap the avi inside the bounding box of the sculpty. This means that the Ridable birds I have made from sculpties trap their riders and the object has to be taken into inventory or deleted before the rider can dismount. I tried hard to produce the large prim required in Wings3d such that it had a smaller bounding box but to no avail. If anyone knows how I can produce a large sculpty of complex shape with a smaller bounding box I would be most grateful.

Kind regards

Carl
Jamay Greene
Registered User
Join date: 2 Jan 2007
Posts: 75
02-06-2008 05:42
Take your sculpt map into an image editor and extend the color range all the way out. For example, your green values should extend from 0 to 255, the same with the red and blue values.
Carl Temin
Registered User
Join date: 29 Sep 2006
Posts: 39
Extending Colour values
02-07-2008 06:21
Thank you for that, I would if i knew how. would you care to expand on how one might do that. I use PSP 10 as a graphics program, anyone here know how I might start.

Kind regards

Carl
Al Sonic
Builder Furiend
Join date: 13 Jun 2006
Posts: 162
02-07-2008 16:24
From: Carl Temin
Extending Colour values – Thank you for that, I would if I knew how. Would you care to expand on how one might do that? I use PSP 10 as a graphics program. Anyone here know how I might start?

Look for the Levels tool. Ctrl-L may be one way to get to it. You'll see a graph of how much the image uses all levels of brightness. Select the individual Red (or Green or Blue) channel, and move the sliders to just surround the entire used range of levels. I think "Auto" does this automatically. Then just do the same for the other two channels, and hit OK.
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