hello, I'm new here, and have a few questions...
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Dominguez Brentano
Registered User
Join date: 20 Apr 2006
Posts: 87
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04-21-2006 16:20
Hi all! (I appologise in advance for my complete noobyness!) I'm new here, did a search of the forums but nothing specific came up... I was wondering if (perhaps though the power of scripting, which I've not really looked at) there was a way to make bendy bouncy stretchy stuff...? I've seen the things in the latest update, but they seem to be avatar attachments... I was thinking along the lines of making some sort of catapult  also, (completely unscripted) I tried to make a pendulum today, but the ball and T-shaped thing I had coming out the top of it as the pivot, kind of just bounced out, off the rails/holder thing I had constructed for it to rest on. When it did kind of work, it reached 0 degrees and stopped, rather that swinging. are there limitations to the physics engine I should be aware of? 
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
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04-21-2006 17:04
From: Dominguez Brentano are there limitations to the physics engine I should be aware of?  It's a bit rubbish.  As for bendy stretchy things, the thing they're adding in 1.9.1 works on things other than attachments too. But it's just a graphical effect and doesn't exist as far as the physics engine's concerned. If you want to make a catapult you're gonna have to script it all (though I have seen some nice physics-based trebuchets).
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Dominguez Brentano
Registered User
Join date: 20 Apr 2006
Posts: 87
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04-21-2006 17:27
From: AJ DaSilva It's a bit rubbish.  As for bendy stretchy things, the thing they're adding in 1.9.1 works on things other than attachments too. But it's just a graphical effect and doesn't exist as far as the physics engine's concerned. If you want to make a catapult you're gonna have to script it all (though I have seen some nice physics-based trebuchets). ah well, I had suspected as much! not sure what the correct term is, but the hit-box for objects interacting with other solid objects is a bit vague  still, it'll be fun scripting some human catapults in a few months once I have a bit more time and figure out the language! ... on another note entirely, did I miss the DaSilva surname when I signed up? damnit! 
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
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04-21-2006 17:37
Yeah, the bounding boxes for physics are all bigger than the graphics for the prims, so if you're making something physics-based make sure you leave enough space between parts or things'll explode.
I'd expect the name DaSilva's been retired by now, there's only 150 of each surname.
Oh, and I didn't give you a welcome before, so welcome! It's good to see more Brits joining.
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grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
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04-22-2006 00:34
I am working on a animation project where I plan on using the physics engine to simplify my task.
First make the ball hollow and place a second small physical ball inside. The two will have enough brownian motion to keep the physics engine happy. It stops processing objects that stop moving.
Second I have found that even though physical objects use bounding boxes, that box does interact with inclined planes and curved surfaces.
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Dominguez Brentano
Registered User
Join date: 20 Apr 2006
Posts: 87
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04-22-2006 06:37
From: AJ DaSilva Oh, and I didn't give you a welcome before, so welcome! It's good to see more Brits joining. thanks!  also, thanks for the tips grumble, I'll have a play with that at some point 
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Jabe Twang
Newbie
Join date: 3 Apr 2006
Posts: 12
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Bounce?
04-23-2006 04:43
Hi all, I'm another noobie Brit - who'd like to hi-jack this thread!  I'm starting on what I thought would be a simple project - a space hopper! You know - those big rubber orange balls you sit on and bounce. So I made a big orange rubber ball and gave it physics - but there doesn't seem to be a bounce parameter in the prim dialog. Is this something I can set in script? Or am I going to have to script detecting collisions and applying an impulse? Cheers
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Dominguez Brentano
Registered User
Join date: 20 Apr 2006
Posts: 87
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04-23-2006 18:05
From: Jabe Twang Hi all, I'm another noobie Brit - who'd like to hi-jack this thread!  I'm starting on what I thought would be a simple project - a space hopper! You know - those big rubber orange balls you sit on and bounce. So I made a big orange rubber ball and gave it physics - but there doesn't seem to be a bounce parameter in the prim dialog. Is this something I can set in script? Or am I going to have to script detecting collisions and applying an impulse? Cheers Hello fellow noob! yeh, I think it must be a script thing, have a look over the second life wiki http://secondlife.com/tiki/tiki-index.php, and the second life code wiki http://secondlife.com/badgeo/wakka.php?wakka=HomePage for some inspiration! I've not done any scripting yet, although I had a quick search for bouncy, and don't think I could find anything... but there must be something in there somewhere  good luck!
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Jabe Twang
Newbie
Join date: 3 Apr 2006
Posts: 12
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04-24-2006 03:46
Dominguez, Thanks for the feedback and the links. I have spent quite a lot of my weekend browsing through the LSL wiki trying to find the info on this. Looking at the entry for Material seems to confirm that unfortunately this doesn't seem to have an effect on how bouncy something is. I cross-posted for help in the scripting forum and someone mentioned setting bouyancy. I'll give it a go but from its description it doesn't sound quite right. So I may have to resort to scripting collision detection and applying an impulse... which should be fun 
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