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Here's a reference to particle chains including someone saying they
can get from an attachment to a rezzed prim.<br>
<br>
<br>
<a class="moz-txt-link-freetext" href="http://community.secondlife.com/t5/Scripting/Link-two-prims-with-a-particle-chain/td-p/335119">http://community.secondlife.com/t5/Scripting/Link-two-prims-with-a-particle-chain/td-p/335119</a><br>
<br>
another post said:<br>
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"the best way to go is to take a trip to The Particle Laboratory,
not only will it walk you through all the settings, but there is
also a free easy to edit script provided .<br>
<br>
But... I think this would produce a straight-line connection, which
would look more like a stretched rubber-band than a dangling, floppy
chain or cord.<br>
<br>
Thanks Trinity !<br>
<br>
<br>
<br>
On 3/22/12 11:33 PM, Trinity wrote:
<blockquote
cite="mid:CAMbXZiPuEdmJxBF_yg3asRawbNF4zgSsJ90DTHAaUeOAoAjpKA@mail.gmail.com"
type="cite">a possible hint to a solution: A lot of people use
particles for chains and ropes between collars or cuffs and poles
for bdsm things<br>
<br>
<div class="gmail_quote">On Thu, Mar 22, 2012 at 11:37 PM, Wade
Schuette <span dir="ltr"><<a moz-do-not-send="true"
href="mailto:wade.schuette@gmail.com">wade.schuette@gmail.com</a>></span>
wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0
.8ex;border-left:1px #ccc solid;padding-left:1ex">
<div bgcolor="#FFFFFF" text="#000000"> If there is physics
support for a hanging rope (or chain or cord or elastic
band) connected at both ends, I have never seen it, and
I've looked for it many times, for swings and ropes
connecting my sailboat to the pier, etc. <br>
<br>
If someone else has seen this work, let us know! Maybe
there's some way to do it with "mesh" objects these days.<br>
<br>
Flexiprims only connect at one end, and you can't chain them
together. Chains of links don't work because, well, physics
is pretty bad -- they tend to explode or do other strange
things.<br>
<br>
You could fake the appearance of a cord by having a
photograph of a hanging cord on a flat prim, and very
cleverly stretching and rotating the prim -- but that would
only work if you knew where both ends of the cord should be,
and, as you either know or will find out soon, the avatar
and attachments are all managed on the CLIENT, and the
SERVER only knows where the avatar center of mass is, let
alone where an arm is, or a hand, or a held object like a
handset.<br>
<br>
And, there is no way to have a held handset report its
region coordinates, because it doesn't know itself where it
is. If you ask for llGetPos() or something, you get the
coordinates of the center of mass of the avatar. Sigh. <br>
<br>
So, basically, no, there is no good way to have anything
that looks like a realistic cord connecting two objects, at
all (unless mesh does it), let alone one object that is an
attachment and another object that is not an attachment,
that I know of.<br>
<br>
Wade
<div>
<div class="h5"><br>
<br>
<br>
On 3/22/12 8:10 PM, Han Xu wrote: </div>
</div>
<blockquote type="cite">
<div>
<div class="h5">Hi, <br>
<br>
I am wondering if it is possible to realize this
effect in OpenSim: <br>
1. A handset connects to the telephone via a cord. <br>
2. The cord must always at one end connect to the
headphone and at another end to the telephone.<br>
3. The user can pick up the handset (NOT the entire
telephone set) and when a handset is picked up, the
cord remains connecting to the handset and the
telephone. <br>
<br>
<br>
Is it too ambitious?<br>
<br>
Thanks!<br>
<br>
Cheers,<br>
Han<br>
<br>
<fieldset></fieldset>
<br>
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