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IDProjectCategoryView StatusDate SubmittedLast Update
0007167opensim[REGION] Physics Enginespublic2014-05-13 13:522016-01-11 06:47
Reporterdjphil 
Assigned ToRobert Adams 
PrioritynormalSeveritymajorReproducibilityalways
StatusassignedResolutionopen 
PlatformPCOSWindowsOS VersionSeven
Product Version 
Target VersionFixed in Version 
Summary0007167: [BulletSim] : llSetKeyframedMotion no 100% working
DescriptionI 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.
TagsNo tags attached.
Git Revision or version numberOsGrid 0.8.0
Run Mode Grid (Multiple Regions per Sim)
Physics EngineBulletSim
Script Engine
Environment.NET / Windows32
Mono VersionNone
ViewerSingularity, FireStorm
Attached Files

- Relationships

-  Notes
(0026089)
Garmin Kawaguichi (reporter)
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 (reporter)
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 (reporter)
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 (reporter)
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 (reporter)
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 (administrator)
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 (reporter)
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.


- Issue History
Date Modified Username Field Change
2014-05-13 13:52 djphil New Issue
2014-05-14 05:46 Garmin Kawaguichi Note Added: 0026089
2014-05-14 05:58 Garmin Kawaguichi Note Edited: 0026089 View Revisions
2014-05-14 06:02 djphil Note Added: 0026090
2014-05-14 06:03 djphil Note Edited: 0026090 View Revisions
2014-05-14 06:04 djphil Note Edited: 0026090 View Revisions
2014-05-14 06:07 djphil Note Edited: 0026090 View Revisions
2014-05-14 06:09 djphil Note Edited: 0026090 View Revisions
2014-05-14 06:12 djphil Note Edited: 0026090 View Revisions
2014-07-26 04:48 djphil Note Added: 0026609
2014-07-26 12:18 Robert Adams Assigned To => Robert Adams
2014-07-26 12:18 Robert Adams Status new => assigned
2014-08-11 08:58 djphil Note Added: 0026731
2014-08-17 13:59 maurizio55 Note Added: 0026759
2015-11-17 10:42 UbitUmarov Note Added: 0029550
2016-01-11 06:47 vegaslon Note Added: 0029940
2016-01-11 06:48 vegaslon Note Edited: 0029940 View Revisions


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