Ha! I submitted a mantis about this rare case once:
http://opensimulator.org/mantis/view.php?id=6080
I textured branches and leaves on a twisted sculpt tree, and then had
the trees grow up from a sapling (resize once a second) and this brought
OpenSim to its knees (SIM FPS drops to near
I don't think anyone has addressed the intended question on this thread:
The poster was trying to get llSetKeyframedMotion to work, and LL
requires PRIM_PHYSICS_SHAPE_TYPE and PRIM_PHYSICS_SHAPE_CONVEX for
llSetKeyFramedMotion, and neither of these things are working in Open
Simulator yet,
I'm interested in helping with this project if there is a way that I can.
I'm not set up to build OpenSim, and I've been avoiding learning C# (I have too
many hobbies already). But I implimented a single-frame version of
llSetKeyframedMotion in LSL, and I can think in quaternions. I took a
So I finally got around to playing with not_at_target. As R.Gunther
noted, timer is too slow and not_at_target is too fast.
I tried putting a sleep(0.1) in at the start of not_at_target, but the
motion was jerky. I tried putting it in at the end, still very uneven.
Then I tried the scheme
wrote:
On 12-06-08 06:15 PM, Mike Higgins wrote:
Then I looked in the ODEDynamics.cs code where, starting at line 663,
the
comments from KF say So far I have found no good method to combine a
script-requested .Z velocity and gravity. Then he proceeds to
replace the
requested linear motor Z value
. Hopefully these cases aren't some limitation of the
physics engines and can have a proper fix.
-BlueWall
On 06/05/2012 07:46 PM, Mike Higgins wrote:
I was talking to Justin Clark-Casey at the OpenSim developers meeting
this morning, and he suggested that the mailing lists would be the
easiest way
Thanks for the link to the source page James! In my spare time I'd
like to join the developers on this project. I think I see some spare
time in my schedule for 2015. Unless I'm lucky and I get laid off before
then...
When I look at the OLEDynamics.cs code, I see a test on line 806:
On 6/6/12 4:30 PM, Brianna wrote:
let me remind you OpenSim is not SL.. as such start with a fresh
script using X and ODE.
over the past years I have seen most vehicle types duplicated by the
vehicle creators with and without the vehicle functions.
to call the difference a bug is not
On 6/6/12 12:48 AM, Bengt Falke wrote:
I am also interested in physics for vehicles mainly for creating
working yacht and for making my free moving scripted animals to work
in a smooth way.
If there is a way I can contribute I will try to do so.
Also at the recent OpenSim developers
On 6/6/12 9:24 AM, Kevin Cozens wrote:
I'm somewhat interested in vehicle scripting as some of the issues may
be related to other movement related issues I have when I try to make
some fireworks. It would also be good to have fixed so I could use my
flying sleigh at Christmas time. :-)
My
I was talking to Justin Clark-Casey at the OpenSim developers
meeting this morning, and he suggested that the mailing lists would be
the easiest way to have a conversation about vehicle physics on OpenSim.
Justin you there? Is this where you meant? Anyone else want to talk
about vehicle
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