I finally got to try it out, and nothing seems to stop it. I did find
setting the capsule to low didn't help the bounce at all, but I could no
longer walk up the steps. And BTW, I make them not where near as steep
as many in sl do. They don't go more then half way up the calf of a
normal real life sized AV.
I think it is a bug in opensim at this point. It don't do it in a Type
1 Viewer but does in the 2 and 3 viewers. What is the difference in the
two that causes this. As more people are using Type 2+ veiwwers we have
to find the issue. I am hoping as someone else reported that the up
coming 7.4 smoothes it out a bit.
Since I don't compile my own, and that version isn't on the
opensimulator site yet, I guess I have to wait. I use the vanila version ;)
Thanks for trying to help, I do appreciate it.
I guess my friend will have to bear with an adult avatar for a while.
hehe, it is ok, I really didn't need more work finding all the things
kids in early 17th century Ryukyu used to play with. (snicker).
InuYasha
On 5/29/2012 12:28 PM, dz wrote:
From: InuYasha Meiji <[email protected]
<mailto:[email protected]>>
To: [email protected]
<mailto:[email protected]>
Subject: Re: [Opensim-users] short avatars make world bounce
Well the last time I felt brave about those numbers was a few versions
back. But found it a little rough. I ened up unable to walk up the
steps or climb ladders very well. Maybe ime to try again?
InuYasha.
On 5/21/2012 4:48 PM, Justin Clark-Casey wrote:
> If you're extremely brave, you could try adjusting some of the
numbers
> in [ODEPhysicsSettings] (copying from OpenSimDefaults.ini).
Lowering
> m_avatarobjectcontact_bounce might be interesting, for example.
> However, I haven't played much with these numbers so I'm not
sure what
> kind of effect that would have.
>
> On 20/05/12 06:30, InuYasha Meiji wrote:
>> I was wondering if anyone else noticed this in 7.3.1, but my
shorter
>> then usual for secondlife avatar seems to make the
>> world bounce all around it when I walk down my street. I have used
>> this same AV for a long time and just noticed this
>> going on. It is as if the world is one big trampoline now. Can
>> anything be done, besides making taller avatars?
>>
>> InuYasha
I believe the bouncing is the result of the avatar "physics capsule"
interacting with the ground....
a small enough avatar design would result in the capsule ALWAYS coming
in contact with the ground....
As Justin indicated...there are a couple parameters in OPENSIM.INI
related to the physics of avatars...
I believe the parameter he MEANT to describe was...
m_terraincontact_bounce = 0.05 ( instead of
"m_OBJECTcontact_bounce"... )
In addition to the one he mentions... I would experiment with these
parameters in the [ODEPhysicsSettings] section ...
;girth of the avatar. Adds radius to the height also
av_capsule_radius = 0.37
(try reducing this parameter to generate a smaller radius avatar
capsule)
I didn't see any reference to how long ago you used your short
avatars, but a while back the default for this parameter changed..
Maybe the old default works better for shorter avatars????
; specifies if the capsule should be tilted (=true; old
compatibility mode)
; or straight up-and-down (=false; better and more consistent
physics behavior)
av_capsule_tilted = false
(Use True instead of False)
You might also look to see what happens if you toggle this parameter
to true....
; Filtering collisions helps keep things stable physics wise, but
sometimes
; it can be overzealous. If you notice bouncing, chances are it's
that.
filter_collisions = false
Please note that these parameters are documented in OLDER versions of
the OPENSIM.INI file..
Apparently they have been removed from more current releases, to
"prevent confusion"...
While I do agree that it is hard to balance "Ease of Startup" against
full disclosure of ALL the possible parameter changes,
This is one instance where removing them makes it virtually
impossible for a developer to do anything other than ask for help
and pray someone "remembers" one of the now-hidden parameter
options... Personally, I think that while you classify the
code as BETA, the benefits of exposing new users to ALL of the
available options GREATLY outweighs the difficulties of
documenting what they all impact...
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