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0007167opensim[REGION] Physics Enginespublic2014-05-13 13:522016-01-11 06:47
djphil 
Robert Adams 
normalmajoralways
assignedopen 
PCWindowsSeven
 
 
OsGrid 0.8.0
Grid (Multiple Regions per Sim)
BulletSim
.NET / Windows32
None
Singularity, FireStorm
0007167: [BulletSim] : llSetKeyframedMotion no 100% working
I contate that llSetKeyframedMotion not yet operating at 100%.
Indeed, if I create a rotating platform of +/- 5.0x5.0x0.1 and i set my avatar standing above my avatar should follow the rotational movement as is the case in Second Life but in Opensim my avatar remains in place on the platform. He does not move. I guess this is something that concerns the physic engine. Currently I use BulletSim.
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Issue History
2014-05-13 13:52djphilNew Issue
2014-05-14 05:46Garmin KawaguichiNote Added: 0026089
2014-05-14 05:58Garmin KawaguichiNote Edited: 0026089bug_revision_view_page.php?bugnote_id=26089#r2650
2014-05-14 06:02djphilNote Added: 0026090
2014-05-14 06:03djphilNote Edited: 0026090bug_revision_view_page.php?bugnote_id=26090#r2652
2014-05-14 06:04djphilNote Edited: 0026090bug_revision_view_page.php?bugnote_id=26090#r2653
2014-05-14 06:07djphilNote Edited: 0026090bug_revision_view_page.php?bugnote_id=26090#r2654
2014-05-14 06:09djphilNote Edited: 0026090bug_revision_view_page.php?bugnote_id=26090#r2655
2014-05-14 06:12djphilNote Edited: 0026090bug_revision_view_page.php?bugnote_id=26090#r2656
2014-07-26 04:48djphilNote Added: 0026609
2014-07-26 12:18Robert AdamsAssigned To => Robert Adams
2014-07-26 12:18Robert AdamsStatusnew => assigned
2014-08-11 08:58djphilNote Added: 0026731
2014-08-17 13:59maurizio55Note Added: 0026759
2015-11-17 10:42UbitUmarovNote Added: 0029550
2016-01-11 06:47vegaslonNote Added: 0029940
2016-01-11 06:48vegaslonNote Edited: 0029940bug_revision_view_page.php?bugnote_id=29940#r5164

Notes
(0026089)
Garmin Kawaguichi   
2014-05-14 05:46   
(edited on: 2014-05-14 05:58)
Is it possible that this relates to the Caveats in http://wiki.secondlife.com/wiki/LlSetKeyframedMotion [^]

" - There are a few bugs in the avatar animation system that may cause strange looking animations to play when standing on a moving platform (e.g., walking in place, feet-at-pelvis). We hope to fix these in the future, but doing so is out of scope for this feature. "


GCI

(0026090)
djphil   
2014-05-14 06:02   
(edited on: 2014-05-14 06:12)
I just tried what you ask and does not work.
But I was not talking about KFM_TRANSLATION, I meant KFM_ROTATION.
However there is a good chance that these problems are related ...

Here is my tests scripts:

// Caroussel
default
{
    state_entry()
    {
        llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_PHYSICS_SHAPE_TYPE, PRIM_PHYSICS_SHAPE_CONVEX]);
        llSetKeyframedMotion([<-0, -0, -1, 0>, 6.0, <-0, -0, -1, 0>, 6.0], [KFM_DATA, KFM_ROTATION, KFM_MODE, KFM_LOOP]);
    }
}

// Elevator
default
{
    state_entry()
    {
        llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_PHYSICS_SHAPE_TYPE, PRIM_PHYSICS_SHAPE_CONVEX]);
        llSetKeyframedMotion([<0.0, 0.0, 5.0>, 5, <0.0, 0.0, -5.0>, 5], [KFM_DATA, KFM_TRANSLATION, KFM_MODE, KFM_PING_PONG]);
    }
}

I said that these two scripts work very well in Second Life.
It is probably problem detection physic ... so BulletSim.
The expected behavior is that the avatar should follow the platform.
Or up and down like a elevator or turn like a carousel.
Test scripts in Second Life and you quickly understand.

(0026609)
djphil   
2014-07-26 04:48   
Currently in Version v0.8.1 OSG I found that the problem persists. Have you tried to fix this bug? I do not see any information about it. Thank you in advance.
(0026731)
djphil   
2014-08-11 08:58   
Today i update my sim to osgrid-opensim-08092014.v0.8.1.8738445
but unfortunately the problem persists.
(0026759)
maurizio55   
2014-08-17 13:59   
It happens with ODE as well, it's not a bulletsim problem. It looks like the physical changes created by llKeyframedMotion() are not being notified to the Physics Engine, suggesting that the physical version has not been implemented in OpenSim. Same happens with other double-behavior functions, like llTargetOmega().
(0029550)
UbitUmarov   
2015-11-17 10:42   
This is not possible to support at the moment.
For several reasons our physics engines apply forces to a avatar to keep it in position, or move it as requested. They do resist to pushes from objects and other avatars, sometimes even returning to original position when he push is over, depending on the engine.
To let a object drag a avatar like that, all this needed to be changed, so avatars could be dragged by just the friction with a object. Friction simulation is also not that good at the moment.
(0029940)
vegaslon   
2016-01-11 06:47   
(edited on: 2016-01-11 06:48)
As of Commit d4e88f8883eca60021ec852a97507c2b94685452 for OpenSimulator 0.9 this function will allow a platform moving up and down to both move an avatar and a physical object in BulletSim.