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<div class="moz-cite-prefix">I'm not sure, but I think the
implication of this is that it's difficult to make, say, even a
simple 1 room complex set using mesh (in something like SketchUp
or Blender) and then get it to behave properly in Second Life, as
you need the interior spaces to "work".<br>
<br>
Has anyone had success importing mesh closed rooms or buildings
into Second Life?<br>
<br>
Wade<br>
<br>
<br>
On 12/26/12 10:26 AM, Teravus Ovares wrote:<br>
</div>
<blockquote
cite="mid:CABsLVMtx+4dne1GYP6bxwNEOk-1HdqXMq9Cba44CqxXyQUvq5g@mail.gmail.com"
type="cite">
<div>I was there during the physics meetings on this on Agni..
The convex hull checkbox turns the physics proxy into a shape
much like if you were to wrap plastic wrap around the object.
Unlike the current functionality, it doesn't split them into
multiple convex hulls to approximate the concave areas also.</div>
<div> </div>
<div>The other options are physics approximation options.</div>
<div> </div>
<div>The general purpose of these options is to give the content
creator the option of reducing the physics load on the simulator
which would normally be tri-mesh.</div>
<div> </div>
<div>Also.. where we mesh sculpted prim, Agni, traditionally has
been a spheroid.. but I believe that the items are controllable
with scripting and/or a drop down menu with the right cap
response to the cap that expresses what features the simulator
supports.</div>
<div> </div>
<div>Best Regards</div>
<div> </div>
<div>Teravus</div>
<div><br>
</div>
<div class="gmail_quote">On Wed, Dec 26, 2012 at 10:19 AM, Adams,
Robert <span dir="ltr"><<a moz-do-not-send="true"
href="mailto:robert.adams@intel.com" target="_blank">robert.adams@intel.com</a>></span>
wrote:<br>
<blockquote style="margin:0px 0px 0px
0.8ex;padding-left:1ex;border-left-color:rgb(204,204,204);border-left-width:1px;border-left-style:solid"
class="gmail_quote">
<div vlink="purple" link="blue" lang="EN-US">
<div>
<p class="MsoNormal"><span
style="color:rgb(31,73,125);font-family:"Calibri","sans-serif";font-size:11pt">BulletSim
uses convex hulls for all physical objects. It does
not use the convex hull that may have been defined in
the mesh but it generates an approximate convex hull
using the HACD algorithm (<a moz-do-not-send="true"
href="http://codesuppository.blogspot.com/2011/05/hacd-hierarchical-approximate-convex.html"
target="_blank">http://codesuppository.blogspot.com/2011/05/hacd-hierarchical-approximate-convex.html</a>).</span></p>
<p class="MsoNormal"><span
style="color:rgb(31,73,125);font-family:"Calibri","sans-serif";font-size:11pt"> </span></p>
<p class="MsoNormal"><span
style="color:rgb(31,73,125);font-family:"Calibri","sans-serif";font-size:11pt">What
do you require of the convex hulls?</span></p>
<p class="MsoNormal"><span
style="color:rgb(31,73,125);font-family:"Calibri","sans-serif";font-size:11pt"> </span></p>
<p class="MsoNormal"><span
style="color:rgb(31,73,125);font-family:"Calibri","sans-serif";font-size:11pt">--
ra</span></p>
<p class="MsoNormal"><span
style="color:rgb(31,73,125);font-family:"Calibri","sans-serif";font-size:11pt"> </span></p>
<p class="MsoNormal"><b><span
style="font-family:"Tahoma","sans-serif";font-size:10pt">From:</span></b><span
style="font-family:"Tahoma","sans-serif";font-size:10pt">
<a moz-do-not-send="true"
href="mailto:opensim-dev-bounces@lists.berlios.de"
target="_blank">opensim-dev-bounces@lists.berlios.de</a>
[mailto:<a moz-do-not-send="true"
href="mailto:opensim-dev-bounces@lists.berlios.de"
target="_blank">opensim-dev-bounces@lists.berlios.de</a>]
<b>On Behalf Of </b>Dahlia Trimble<br>
<b>Sent:</b> Friday, December 21, 2012 5:16 PM<br>
<b>To:</b> <a moz-do-not-send="true"
href="mailto:opensim-dev@lists.berlios.de"
target="_blank">opensim-dev@lists.berlios.de</a><br>
<b>Subject:</b> Re: [Opensim-dev]
PRIM_PHYSICS_SHAPE_TYPE and PRIM_PHYSICS_SHAPE_CONVEX
missing.</span></p>
<div>
<div class="h5">
<p class="MsoNormal"> </p>
<p style="margin-bottom:12pt" class="MsoNormal">standard
opensim with ODE physics does not support convex
hull collision shapes. I believe BulletSim does but
I don't know if it's been extended into the LSL API.</p>
<div>
<p class="MsoNormal">On Fri, Dec 21, 2012 at 4:43
PM, R.Gunther <<a moz-do-not-send="true"
href="mailto:rigun@rigutech.nl" target="_blank">rigun@rigutech.nl</a>>
wrote:</p>
<div>
<p class="MsoNormal">i just wanted to try a
default example of<span style="font-size:18pt">
</span><span style="font-size:10pt">llSetKeyframedMotion</span>
script on <a moz-do-not-send="true"
href="http://wiki.secondlife.com/wiki/LlSetKeyframedMotion"
target="_blank">
http://wiki.secondlife.com/wiki/LlSetKeyframedMotion</a><br>
The "Universal Hinged Motion in 8 Key Frames" is
useing<br>
<br>
llSetLinkPrimitiveParamsFast(LINK_THIS,
[PRIM_PHYSICS_SHAPE_TYPE,
PRIM_PHYSICS_SHAPE_CONVEX]);<br>
<br>
It seems opensim dopnt support
[PRIM_PHYSICS_SHAPE_TYPE,
PRIM_PHYSICS_SHAPE_CONVEX] as setting ?<br>
Time to dig my own example script up....</p>
</div>
<p class="MsoNormal"><br>
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