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Linking Pendulum to Clock |
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Wyatt Weatherwax
Registered User
Join date: 23 Oct 2007
Posts: 59
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09-20-2008 15:42
I'd like suggestions on how this is done. I know I an link one moving part to a static structure (Clock) but a prim pendulum would probably consist of about three parts. I know I have seen cut-out ones which would be 1 part. Any help would be appreciated.
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Kraelen Redgrave
01010101
Join date: 27 Apr 2007
Posts: 63
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09-20-2008 18:36
You would need to update the positions of each prim constantly. The result wouldn't be very smooth and would put unneeded load on the sim.
The better way would be to animate a texture, as you said you have already seen. Simply animate the texture to rotate back and forth. Something along the lines of: llSetTextureAnim(ANIM_ON | ROTATE | LOOP | PING_PONG | SMOOTH, ALL_SIDES, 0, 0, 0, 0.1, 0.1); Will need to be adjusted to your needs. For more info on animating a texture: http://lslwiki.net/lslwiki/wakka.php?wakka=llSetTextureAnim |
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
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09-20-2008 20:31
You can do a sort of pendlum in one prim, using a torus
Dimensions X: 1.00 Y: 0.01 Z: 1.00 Path Cut B: 0.750 E: 1.000 Hollow: 15.0 HoleSize X: 0.10 Y: 0.10 Leave the rest the same. Then apply a totally transparent texture to the "noodle" face of the prim. Texture the remaining faces to taste. For Extra awesome.. Dimensions X: 1.00 Y: 0.01 Z: 1.00 Path Cut B: 0.750 E: 1.000 Hollow: 40.0 Hollow Shape: Triangle Twist B: 90 E: 90 HoleSize X: 0.10 Y: 0.10 Profile Cut B: 0.05 E: 0.95 Add some shiny, contrasting colours, nice contoury textures, and some bumpiness. The results can be quite good. _____________________
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