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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0007246||opensim||[REGION] Physics Engines||public||2014-07-02 08:19||2014-07-05 12:35|
|Target Version||Fixed in Version|
|Summary||0007246: llSetKeyframedMotion don't work as expected|
|Description||In BulletSim the object behaves as Phantom. So it is impossible, to create, as example, an elevator.|
In ODE same problem, if platform, on that the Avatar stands, is very thin.
Is it thick enough, the avatar is pushed sidewards but stays on the platform.
In SecondLife the platform always move the avatar as expected. The Avatar stays at
his place. At best he plays the walking-animation.
Tested today, 2.July 2014 at SandboxPlaza I and II
|Steps To Reproduce||Try this test-Script|
z_offset = -5.0;
z_offset *= -1.0;
llSetKeyframedMotion([<0,0,z_offset>,10.0 ],[KFM_DATA, KFM_TRANSLATION]);
|Tags||No tags attached.|
|Git Revision or version number|
|Run Mode||Grid (Multiple Regions per Sim)|
|See too : http://opensimulator.org/mantis/view.php?id=7167 [^]|
For Bulletsim as far as the elevator goes, if you rock your avatar forward and backwards, on top of the platform, your avatar will be moved upwards. As well if you put a running vehicle on top of the platform it will be moved upwards as well.
So ultimately would need to set a flag in the linkset when a object is moving that tells the physics engine that it is being moved outside of physics, that would in effect stop the avatar from going non static.
For the rotating platform to work would need need keyframed motion to also set a variable that says what the rotational velocity is for its movement so the physics engine can figure out, when something is colliding with it, what kind of velocity and rotational velocity should be applied to each of them based on distance from center.
The two scripts in mantis 7167 work very well in Second Life.
With elevator script in SL, your avatar up and down even if you do not move forward and back.
With the carousel script in SL, your avatar rotates with the same platform if you do not move your avatar manually.
It should add anything to these two scripts.
The problem is that llKeyFrameMotion is not properly implemented in OpenSim.
Actually, the issue wit llSetKeyframeMotion is that it doesn't send velocity data to the viewer. Everything else works. That avatars are not moved/transported by the prims being moved is not caused by anything keyframe motion does, but rather is in the province of physics.
A fix likely involves changes to both, as physics needs to know the velocity/spin to make intelligent decisions.
|2014-07-02 08:19||argus Portal||New Issue|
|2014-07-03 10:41||djphil||Note Added: 0026424|
|2014-07-05 08:03||vegaslon||Note Added: 0026435|
|2014-07-05 08:32||djphil||Note Added: 0026436|
|2014-07-05 12:35||melanie||Note Added: 0026437|
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