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

Justin Clark-Casey jjustincc at googlemail.com
Tue May 17 21:29:43 UTC 2011


I was curious about this so I took a little look on the Linden grid.

It is indeed as drwhiet describes - a physical phantom prim is effected by gravity and the ground but nothing else, as 
far as I can see.

On 17/05/11 22:25, drwhiet at spacefriends.de wrote:
>
>
>
>
> 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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-- 
Justin Clark-Casey (justincc)
http://justincc.org/blog
http://twitter.com/justincc



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