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How would you do this?

Lee Ponzu
What Would Steve Do?
Join date: 28 Jun 2006
Posts: 1,770
01-12-2008 19:41
I made a barbers pole, the kind with a glass cylinder, and inside there is a striped cylinder that rotates. What I did is:

Made a partially transparent cylinder.
Put the striped cylinder inside it with an llTargetOmega() in a script.
Added details that aren't relevant here.

The problem is that I cannot link them together, because the rotating part would make everything rotate, right? But then it always has to be carefully taken and moved as two unlinked objects, which is a pain.

So, I put the striped pole into the glass part's contents, and then used a script in the glass part to rez the striped part on_rez or on script reset. So I can drop one on the ground, and the pole rezees the striped part which then rotates.

All along, I feel like I am missing some easier way.
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Deanna Trollop
BZ Enterprises
Join date: 30 Jan 2006
Posts: 671
01-12-2008 19:57
From: Lee Ponzu
The problem is that I cannot link them together, because the rotating part would make everything rotate, right?
Only if llTargetOmega is called in the root prim.
Tegg Bode
FrootLoop Roo Overlord
Join date: 12 Jan 2007
Posts: 5,707
01-12-2008 19:58
Wonder how they do wheels on vehicles, perhaps they are rotating the texture not the prim, I'm no expert, but there seems to be some way to do it.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
01-12-2008 20:01
The prim doesn't need to move al all. Use the AnimSmooth script (in the Library section on waterfalls) to animate the texture to move around the outside of the cylinder.
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Lee Ponzu
What Would Steve Do?
Join date: 28 Jun 2006
Posts: 1,770
01-12-2008 20:05
Ceera, good idea. **whacks** self on forehead.

I'll try Deanna's idea, too.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
01-12-2008 21:43
target omega works separately for linked prims that aren't the root
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
01-13-2008 03:25
If your pole texture is a 24bit texture (no alpha channel), take an invisiprim script and drop it in your glass, then set "shiny" on the invisiprim.

"Shiny Glass!"

(warning, it's still an invisiprim! but in this application, you probably won't notice much.)
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Lee Ponzu
What Would Steve Do?
Join date: 28 Jun 2006
Posts: 1,770
01-13-2008 12:49
From: Void Singer
target omega works separately for linked prims that aren't the root

Oh. Never mind....
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
01-13-2008 18:41
deanna got it first ;)
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Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
Join date: 22 Jun 2006
Posts: 2,715
01-13-2008 22:05
Which solutions causes less lag? Animated texture or rotating prim?
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
01-13-2008 22:38
good question, both are client side effects, texture animation has a few more available options for how it operates, but can't mimic the movement of volume like target omega,... in this case either would work, although target omega might be simpler to write/understand...

I can't really guess which runs faster on a client, one manipulates the client prim properties, which at a glance would seem more complex, but the other has more options so presumably uses a similar amount of code to maniulate the textures from within the video memory... depending on your set up it ight run faster one way than the other.

neither should add anything to the sim side lag, viewer lag ::shrug::
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Okiphia Anatine
Okiphia Rayna
Join date: 22 Nov 2007
Posts: 454
01-13-2008 22:48
From: Void Singer
good question, both are client side effects, texture animation has a few more available options for how it operates, but can't mimic the movement of volume like target omega,... in this case either would work, although target omega might be simpler to write/understand...

I can't really guess which runs faster on a client, one manipulates the client prim properties, which at a glance would seem more complex, but the other has more options so presumably uses a similar amount of code to maniulate the textures from within the video memory... depending on your set up it ight run faster one way than the other.

neither should add anything to the sim side lag, viewer lag ::shrug::


Unless you have tons of it around, it shouldn't really hurt client side either. Both are really actually pretty simple, especially compared to scripts like poseballs, texture changers, menu-driven objects, etc.... compared to those its nothing lol.. even the texture changer would presumably cause more lag.
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Deanna Trollop
BZ Enterprises
Join date: 30 Jan 2006
Posts: 671
01-14-2008 01:45
I would *think* that texture animation would incur less client overhead, since it's just updating the UV coordinates of polys (2D operation), as opposed to updating the vertex locations (3D operation), but I'll side with Okiphia that either would be negligible unless used en masse.