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

Mike Chase mike.chase at alternatemetaverse.com
Wed May 18 12:31:53 UTC 2011


On Tue, 2011-05-17 at 22:29 +0100, Justin Clark-Casey wrote: 
> 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.

Yes, I verified this last night as well.  This seems different than I
remember.  But if this combination is allowed in SL and clients support
it then I would think it could be supported.

Mike

> 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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> >
> >
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> 





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