[Opensim-dev] [Opensim-users] Turning gravity on for one object [ Was: Phantom and Physical Prim (to Mantis or not) ]
drwhiet at spacefriends.de
drwhiet at spacefriends.de
Tue May 17 21:25:03 UTC 2011
isn`t ground the limit ? falling off ok, but e.g. a big cube would hardly
fall off
.. admitted it could .. But what if i dont want to live in a region where
physical
objects always bumb against each other and stop moving.
I heard this "feature" was used before 'viewer built in object scanners'
where born.
they used scripts to let 'fall down' some prims and they report collisions
and priminfos.
I know this was/is not the best thing to do ; but possible ..
And llMoveToTarget looks much smoother than llSetpos .. Anyhow, for further
discussion
about this we should use opensim-users to keep the clouds away from the
developers and
let the sunshine in here ..
Let this be decided by the PhysicGods,
regards Word
-----Ursprüngliche Nachricht-----
Von: opensim-dev-bounces at lists.berlios.de
[mailto:opensim-dev-bounces at lists.berlios.de] Im Auftrag von Mike Chase
Gesendet: Dienstag, 17. Mai 2011 21:08
An: opensim-users at lists.berlios.de
Cc: opensim-dev at lists.berlios.de
Betreff: Re: [Opensim-dev] [Opensim-users] Turning gravity on for one object
[ Was: Phantom and Physical Prim (to Mantis or not) ]
I'd expect if you could make a prim phantom *and* phsical it would basically
"fall off" the SIM. That is, since its affected by gravity but does not
register collisions nothing stops it from falling through the ground. So I
guess I still dont see a case where phantom *and* physical make sense...
Mike
On Tue, 2011-05-17 at 20:53 +0200, drwhiet at spacefriends.de wrote:
>
> Hi,
>
> as Mike pointed out it is true that flexi prims can not be physical
> even in SL .. BUT for phantom prims it still must be possible to set
> them physical. Therefore i have just added following Mantis on this
> issue:
> http://opensimulator.org/mantis/view.php?id=5487
>
> I also crosspost this to Opensim-Dev to get some GridGod/Developer
> attention .. Please
> PhysixxsGod(s) help us on this issue ..
>
> Best regards,
> and thank you Mike for clarifing (and Simon for asking and pushing me
> to file that Mantis)
>
> Wordfromthe Wise
>
>
> -----Ursprüngliche Nachricht-----
> Von: opensim-users-bounces at lists.berlios.de
> [mailto:opensim-users-bounces at lists.berlios.de] Im Auftrag von Mike
> Chase
> Gesendet: Dienstag, 17. Mai 2011 18:53
> An: opensim-users at lists.berlios.de
> Betreff: Re: [Opensim-users] Turning gravity on for one object
>
> I've already replied to a seperate message about this. Flexi's are
> client side while physics (such as it is in OpenSIM) is managed in the
simulator.
> This is consistent with SL which operates the same way. And as long as
> we're dependant on an SL viewer I expect it will stay that way.
>
> The Lightsource prim attribute works because its not tied into physics
> in any way. A physical object can still give off light.
>
> Mike
>
>
> -----Ursprüngliche Nachricht-----
> Von: opensim-users-bounces at lists.berlios.de
> [mailto:opensim-users-bounces at lists.berlios.de] Im Auftrag von Mike
> Chase
> Gesendet: Dienstag, 17. Mai 2011 18:49
> An: opensim-users at lists.berlios.de
> Betreff: Re: [Opensim-users] Turning gravity on for one object
>
> Umm, this is completely consistent with SL. A flexible object is
> always phantom and cannot be physical. Flexies are managed by the client
whereas
> physical prims are managed in the simulator.
>
> If you creat a prim in SL and click on flexible path then it will be
> made phantom and physical is grey-ed out.
>
> It might be nice to have a combination like this but I think its
> outside the scope of whats possible with SL compatible viewers.
>
> Mike
>
>
> -----Ursprüngliche Nachricht-----
> Von: opensim-users-bounces at lists.berlios.de
> [mailto:opensim-users-bounces at lists.berlios.de] Im Auftrag von Simon
> Slavin
> Gesendet: Dienstag, 17. Mai 2011 17:27
> An: opensim-users at lists.berlios.de
> Betreff: Re: [Opensim-users] Turning gravity on for one object
>
> That was it. Thanks. Also, if you do set them to be flexible it
> automatically makes them phantom. Weird.
>
> Simon.
>
>
> -----Ursprüngliche Nachricht-----
> Von: opensim-users-bounces at lists.berlios.de
> [mailto:opensim-users-bounces at lists.berlios.de] Im Auftrag von
> drwhiet at spacefriends.de
> Gesendet: Dienstag, 17. Mai 2011 16:58
> An: opensim-users at lists.berlios.de
> Betreff: Re: [Opensim-users] Turning gravity on for one object
>
> Hi,
>
> if you are talking about making objects physical, i have (bad news) for
you.
> I ran into the same issue.
>
> Currently physical objects in Opensim CAN NOT BE PHANTOM or FLEXIBLE
>
> I have talked about this issue with JustinCC and, as this behaviour is
> different to SL, he suggest, i could/should file a MANTIS on this.
>
> The 'flexible part' was just discovered by me some nights ago so i
> have not yet file a MANTIS , but i will do it withing the next hours
> (when i return home from work)
>
> There are a lot of situations where you need a object to be phantom or
> flexible AND physical. In my case my tentacle creatures have to be
> moved by a movetotarget script as it looks much better than the llSetpos
function.
> Also if physical objects hit each other the movetotarget stops working
> as it can not 'make its way' through non phantom objects around the
region.
>
> i will reply to this post when i filed the MANTIS, and please let me
> know if you where talking about physical objects by saying "i want
> gravity to effect it"
>
> best regards
> Wordfromthe Wise
>
>
>
> > -----Ursprüngliche Nachricht-----
> > Von: opensim-users-bounces at lists.berlios.de
> [mailto:opensim-users-bounces at lists.berlios.de] Im Auftrag von Simon
> Slavin
> > Gesendet: Dienstag, 17. Mai 2011 16:19
> > An: opensim-users at lists.berlios.de
> > Betreff: [Opensim-users] Turning gravity on for one object
>
> > Most of my stuff I want to remain where it is, even if that's in
> > air. But
> there's something I want to get knocked around when > things knock
> into it, and I want gravity to effect it. So I look at
>
> > Built dialog
> > Features tab
> > Flexible path
>
> > but the tickbox is dimmed: I can't tick it. Why not ?
>
> > I can tick the 'Light' one below it and that operates as expected.
>
> Simon.
>
>
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