On Tue, 2011-05-17 at 22:29 +0100, Justin Clark-Casey wrote: > 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.
Yes, I verified this last night as well. This seems different than I remember. But if this combination is allowed in SL and clients support it then I would think it could be supported. Mike > 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. > >> > >> > >> _______________________________________________ > >> Opensim-users mailing list > >> [email protected] > >> https://lists.berlios.de/mailman/listinfo/opensim-users > > > > > > _______________________________________________ > > Opensim-dev mailing list > > [email protected] > > https://lists.berlios.de/mailman/listinfo/opensim-dev > > > > > > _______________________________________________ > > Opensim-users mailing list > > [email protected] > > https://lists.berlios.de/mailman/listinfo/opensim-users > > > > _______________________________________________ Opensim-users mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-users
