[Opensim-users] Turning gravity on for one object [ Was: Phantom and Physical Prim (to Mantis or not) ]

Mike Chase mike.chase at alternatemetaverse.com
Tue May 17 19:07:45 UTC 2011


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.
> 
> 
> _______________________________________________
> Opensim-users mailing list
> Opensim-users at lists.berlios.de
> https://lists.berlios.de/mailman/listinfo/opensim-users





More information about the Opensim-users mailing list