I was curious about this so I took a little look on the Linden grid.

It is indeed as drwhiet describes - a physical phantom prim is effected by gravity and the ground but nothing else, as far as I can see.

On 17/05/11 22:25, [email protected] wrote:




isn`t ground the limit ?  falling off ok, but e.g. a big cube would hardly
fall off
.. admitted it could ..  But what if i dont want to live in a region where
physical
objects always bumb against each other and stop moving.

I heard this "feature" was used before 'viewer built in object scanners'
where born.
they used scripts to let 'fall down' some prims and they report collisions
and priminfos.
I know this was/is not the best thing to do ; but possible ..

And llMoveToTarget looks much smoother than llSetpos .. Anyhow, for further
discussion
about this we should use opensim-users to keep the clouds away from the
developers and
let the sunshine in here ..

Let this be decided by the PhysicGods,

regards Word


-----Ursprüngliche Nachricht-----
Von: [email protected]
[mailto:[email protected]] Im Auftrag von Mike Chase
Gesendet: Dienstag, 17. Mai 2011 21:08
An: [email protected]
Cc: [email protected]
Betreff: Re: [Opensim-dev] [Opensim-users] Turning gravity on for one object
[ Was: Phantom and Physical Prim (to Mantis or not) ]

I'd expect if you could make a prim phantom *and* phsical it would basically
"fall off" the SIM. That is, since its affected by gravity but does not
register collisions nothing stops it from falling through the ground. So I
guess I still dont see a case where phantom *and* physical make sense...

Mike

On Tue, 2011-05-17 at 20:53 +0200, [email protected] wrote:

Hi,

as Mike pointed out it is true that flexi prims can not be physical
even in SL .. BUT for phantom prims it still must be possible to set
them physical. Therefore i have just added following Mantis on this
issue:
http://opensimulator.org/mantis/view.php?id=5487

I also crosspost this to Opensim-Dev to get some GridGod/Developer
attention .. Please
PhysixxsGod(s) help us on this issue ..

Best regards,
and thank you Mike for clarifing (and Simon for asking and pushing me
to file that Mantis)

Wordfromthe Wise


-----Ursprüngliche Nachricht-----
Von: [email protected]
[mailto:[email protected]] Im Auftrag von Mike
Chase
Gesendet: Dienstag, 17. Mai 2011 18:53
An: [email protected]
Betreff: Re: [Opensim-users] Turning gravity on for one object

I've already replied to a seperate message about this.  Flexi's are
client side while physics (such as it is in OpenSIM) is managed in the
simulator.
This is consistent with SL which operates the same way. And as long as
we're dependant on an SL viewer I expect it will stay that way.

The Lightsource prim attribute works because its not tied into physics
in any way. A physical object can still give off light.

Mike


-----Ursprüngliche Nachricht-----
Von: [email protected]
[mailto:[email protected]] Im Auftrag von Mike
Chase
Gesendet: Dienstag, 17. Mai 2011 18:49
An: [email protected]
Betreff: Re: [Opensim-users] Turning gravity on for one object

Umm, this is completely consistent with SL.  A flexible object is
always phantom and cannot be physical. Flexies are managed by the client
whereas
physical prims are managed in the simulator.

If you creat a prim in SL and click on flexible path then it will be
made phantom and physical is grey-ed out.

It might be nice to have a combination like this but I think its
outside the scope of whats possible with SL compatible viewers.

Mike


-----Ursprüngliche Nachricht-----
Von: [email protected]
[mailto:[email protected]] Im Auftrag von Simon
Slavin
Gesendet: Dienstag, 17. Mai 2011 17:27
An: [email protected]
Betreff: Re: [Opensim-users] Turning gravity on for one object

That was it.  Thanks.  Also, if you do set them to be flexible it
automatically makes them phantom.  Weird.

Simon.


-----Ursprüngliche Nachricht-----
Von: [email protected]
[mailto:[email protected]] Im Auftrag von
[email protected]
Gesendet: Dienstag, 17. Mai 2011 16:58
An: [email protected]
Betreff: Re: [Opensim-users] Turning gravity on for one object

Hi,

if you are talking about making objects physical, i have (bad news) for
you.
I ran into the same issue.

Currently physical objects in Opensim CAN NOT BE PHANTOM or FLEXIBLE

I have talked about this issue with JustinCC and, as this behaviour is
different to SL, he suggest, i could/should file a MANTIS on this.

The 'flexible part' was just discovered by me some nights ago so i
have not yet file a MANTIS , but i will do it withing the next hours
(when i return home from work)

There are a lot of situations where you need a object to be phantom or
flexible AND physical. In my case my tentacle creatures have to be
moved by a movetotarget script as it looks much better than the llSetpos
function.
Also if physical objects hit each other the movetotarget stops working
as it can not 'make its way' through non phantom objects around the
region.

i will reply to this post when i filed the MANTIS, and please let me
know if you where talking about physical objects by saying "i want
gravity to effect it"

best regards
Wordfromthe Wise



-----Ursprüngliche Nachricht-----
Von: [email protected]
[mailto:[email protected]] Im Auftrag von Simon
Slavin
Gesendet: Dienstag, 17. Mai 2011 16:19
An: [email protected]
Betreff: [Opensim-users] Turning gravity on for one object

Most of my stuff I want to remain where it is, even if that's in
air.  But
there's something I want to get knocked around when>  things knock
into it, and I want gravity to effect it.  So I look at

Built dialog
Features tab
Flexible path

but the tickbox is dimmed: I can't tick it.  Why not ?

I can tick the 'Light' one below it and that operates as expected.

Simon.


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--
Justin Clark-Casey (justincc)
http://justincc.org/blog
http://twitter.com/justincc
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