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IDProjectCategoryView StatusDate SubmittedLast Update
0008475opensim[REGION] OpenSim Corepublic2019-02-09 11:322019-02-09 16:33
Assigned Totampa 
PrioritynormalSeverityminorReproducibilityhave not tried
StatusresolvedResolutionno change required 
PlatformOperating SystemOperating System Version
Product Version0.9.0.1 
Target VersionFixed in Version 
Summary0008475: The wish about the dimensions and the algorithm of the colli
DescriptionA very unpleasant trend in OS and SL are non-standard sizes of buildings (they are larger than in reality).
The reason for this is the inability to pass into the standard openings.
Now I have 170 centimeters an avatar, and can't go through the openings more of its dimensions (70 cm by 180 cm), not to mention the openings of a smaller size. But in life a person can go sideways or Crouch, or crawl.
Please consider changing the algorithm for calculating collisions with obstacles.
Please add to the algorithm code that calculated the possibility of passage through the dimensions. If the avatar is some sort of size () can squeeze into the doorway, then he should squeeze. And the animation works
- squeezed sideways.
- squeezed on all fours
- squeezed his way through one leg then the other.
The impossibility of passage in a standard structure a very bad effect on the realism of the world. Everything has to be done on a larger scale, and people become like Lilliputians in a giant's house. In fairly cases, that's fine. But it is impossible to create for example copies of the office. You have to edit the buildings imported from the standard project.
The same thing to think about when faced with furniture. It is clear that in life a person goes around the furniture, he sees it and the body as it can go around. Avatar doesn't know it and bangs everywhere. It kills realism.
Still it is necessary to study the camera to the standard room focus expanded and the camera did not go beyond the walls. At some point, the camera can automatically switch to the first-person view when there is not enough space, and then back.
It's bad when the avatar is 160 cm can not pass the door of 180 cm.
Very bad situation with stairs, there in many places even with large openings avatar gets stuck.
Buildings of increased size pull the fact that people begin to increase the furniture, and for the increase in furniture, many are trying to increase the avatar. Has become the norm avatar 200 or more see A this in turn again causes a problem of passage to the openings already integrated buildings. And so vicious circle.
Steps To ReproduceThis is especially noticeable on yachts, airplanes, cars. There are a lot of 3D building projects that could be imported into OS. But this is difficult, because then they have to be heavily modified and increased.
Bvlo would be more logical to simply rework the algorithm for determining the dimensions and the mechanism of passage (squeezing) into the openings. The algorithm should calculate what's the picture (horizontal, vertical) is less opening, and in which the position is able to overcome the gap. After all, avatar flexible.But to start at least remove the bug that can not pass in apertures of dimensions bigger than myself.
TagsNo tags attached.
Git Revision or version number
Run Mode Grid (Multiple Regions per Sim)
Physics EngineBasicPhysics
Script Engine
Mono VersionOther
Attached Filesjpg file icon OS_3.JPG [^] (28,814 bytes) 2019-02-09 11:32

- Relationships

-  Notes
BillBlight (developer)
2019-02-09 12:22

A solution to your issue, was offered to you in IRC, you refused to take it, using the newest physics engine this is not an issue. [^]

there is a .02m margin at the top of the avatar and an avatar will pass through an opening as small as .6m wide.

I would consider this "fixed" in ubODE.
BillBlight (developer)
2019-02-09 12:23

It was also explained to you that if you are dealing with MESH, what you see is not always what you get, you must verify the physics shape of the mesh and that a visual opening is an actual opening.
Nuk (reporter)
2019-02-09 16:00

I am a simple user (like many). We do not know how to configure something (ubODE), we use the standard customers that we offer. It is impossible to force everyone to use abode, especially if we do not even understand the meaning of this.
Nuk (reporter)
2019-02-09 16:03

I understand that they tried to tell me about technical nuances. But I am a simple user (like many). The maximum that we can-is to download the proposed client and download your model and play. If you have a solution - please implement it in standard clients and in the OS engine, so that they work correctly. I don't understand, if there is a solution, why not implement it?
Nuk (reporter)
2019-02-09 16:09
edited on: 2019-02-09 16:10

If you have a new improved technology abode please implement it in clients and in the server. It is impossible for anyone who comes to my house to explain that he must learn the technology of ubODE, especially if I do not know what it is

paela argus (reporter)
2019-02-09 16:15

In OpenSim.ini part [Startup] change:
 ; meshing = ubODEMeshmerizer
 meshing = ubODEMeshmerizer
 ; physics = ubODE
physics = ubODE
save the file restart simulator and enjoy your problem are resolved ;)
BillBlight (developer)
2019-02-09 16:16
edited on: 2019-02-09 16:17

a snippet right from the osGrid OpenSim.ini ..

;; ZeroMesher is faster but leaves the physics engine to model the mesh
    ;; using the basic shapes that it supports.
    ;; Usually this is only a box.
    ;; Default is Meshmerizer
    ; meshing = Meshmerizer
    ; meshing = ZeroMesher
    ;; select ubODEMeshmerizer only with ubOde physics engine
    ; meshing = ubODEMeshmerizer
    ; if you use Meshmerizer and want sculpt map collisions, setting this to
    ; to true will store decoded sculpt maps in a special folder in your bin
    ; folder, which can reduce startup times by reducing asset requests. Some
    ; versions of mono dont work well when reading the cache files, so set this
    ; to false if you have compatibility problems.
    CacheSculptMaps = false

    ;; Choose one of the physics engines below
    ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
    ;; BulletSim is the default physics engine. It provides the best performance and most functionality.
    ;; BulletSim supports varregions.
    ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator and before.
    ;; It continues to provide a workable physics implementation. It does not currently support varregions.
    ;; basicphysics effectively does not model physics at all, making all objects phantom.
    ;; Default is BulletSim
    ; physics = OpenDynamicsEngine
    ; physics = BulletSim
    ; physics = basicphysics
    ; physics = POS
    ;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
    ; physics = ubODE

BillBlight (developer)
2019-02-09 16:21

I would like to point out, that Opensimulator is not like running "World of Warcraft" or other install and run "games" , it does require a little bit of initiative to be happy, and the more you learn the better your experience will be ..
Nuk (reporter)
2019-02-09 16:21

How can I open open OpenSim.ini on the servers to osGrid? These are your servers, I have access to them. We come to you to play and do not have access to the server settings.
paela argus (reporter)
2019-02-09 16:22

Nuk where you build in Osgrid ?
Nuk (reporter)
2019-02-09 16:27

Ah where allow! But I can't just go into my buildings. Pretty much where I hit the doorways or stairs and can't go though did growth 160 see I can't change something on the server Osgrid. Why there standard cannot be contribute the best version of abode as the main?
paela argus (reporter)
2019-02-09 16:31

try build on Sandbox Plaza III is a sim ubode configuration if you have the same problem please make again speaking here
if no problem please make this report in resolved
tampa (reporter)
2019-02-09 16:33

I do remember reading a long while back that the decision to increase the avatar height was done after a lot of technical consideration. It's something that was taken from SL for compatibility reasons and it has been widely accepted and adjusted for. Like many engines out there OpenSim also has it's quirks and differences one has to adjust to, but this does not mean they are bugs.

If you are unwilling to learn more about a piece of software you wish to use, referring to a "requirement" to idiot proof it to a point that a 5-year old could use it then I am sorry, but that exceeds the scope of this project.

As stated you can already select and adjust physics to suit a realistic 1:1 scale environment, the configuration files are well documented and explain what the different options do. If you still require help understanding them, the code is open for anyone to read and there are the IRC channels #opensim and #opensim-dev that gladly help and explain wherever needed. There is also the wiki explaining, in detail, the configuration setup: [^] If you elect to ignore all this information then we cannot help you.

Mantis is not meant to be a user-support platform, it is a bug-tracker first and foremost and this is not a bug. If you need direct support for a binary you downloaded then talk to the provider of said binary, in this case OSGrid I assume, which has a forum and direct support contacts available for you to use. Please contact them for user support.

I will mark this as "no change required", because currently I see no need to change well established standards when all you require is some configuration changes to accomplish resolving the "bug" you experience.

- Issue History
Date Modified Username Field Change
2019-02-09 11:32 Nuk New Issue
2019-02-09 11:32 Nuk File Added: OS_3.JPG
2019-02-09 12:22 BillBlight Note Added: 0034674
2019-02-09 12:23 BillBlight Note Added: 0034675
2019-02-09 16:00 Nuk Note Added: 0034677
2019-02-09 16:03 Nuk Note Added: 0034678
2019-02-09 16:09 Nuk Note Added: 0034679
2019-02-09 16:10 Nuk Note Edited: 0034679 View Revisions
2019-02-09 16:15 paela argus Note Added: 0034680
2019-02-09 16:16 BillBlight Note Added: 0034681
2019-02-09 16:17 BillBlight Note Edited: 0034681 View Revisions
2019-02-09 16:21 BillBlight Note Added: 0034682
2019-02-09 16:21 Nuk Note Added: 0034683
2019-02-09 16:22 paela argus Note Added: 0034684
2019-02-09 16:27 Nuk Note Added: 0034685
2019-02-09 16:31 paela argus Note Added: 0034687
2019-02-09 16:33 tampa Note Added: 0034688
2019-02-09 16:33 tampa Status new => resolved
2019-02-09 16:33 tampa Resolution open => no change required
2019-02-09 16:33 tampa Assigned To => tampa

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