i looked at the wiki and it looks very intressting. i really need to test that command in uhmm sl. It sounds a very p[romesing command for opensim. and solve some headaces. like cant us smooth movement or be stuck with but phyics and high timeings.


On 2012-06-11 04:18, Mike Higgins wrote:
llKeyframedMotion is key (pun intended). I'd be willing to bet that after discounting cars and airplanes and such, 99% of the remaining physical objects in SL are only physical to try and get smooth liner motion. I assume that llKeyframedMotion is easier on the SIM than physical objects and vehicles. And a lot of the vehicles that use the physical vehicle API could probably be done as non-physical objects with llKeyframedMotion. I encourage you to donate this to OpenSim soon Melanie, so people will get used to using it and save us from using physics.

On 6/7/12 5:52 AM, Melanie wrote:
Hi,

we use a module that is been developed for us as custom work. It
allows running unmodified SL vehicle scripts - well, mostly. We also
have llSetKeyframedMotion() for things that don't really need to be
physical. The latter will be donated to OpenSim at some point.

Melanie

On 06/06/2012 19:41, Bengt Falke wrote:
Does anybody know what kind of physics Avination use? Physics works better there if I remember correctly?
Void Pipe

6 jun 2012 kl. 19:10 skrev James Hughes:

I have been experimenting with trains in SL and would like to make a physical one that works in OpenSim. Hopefully these cases aren't some limitation of the physics engines and can have a proper fix.

-BlueWall

On 06/05/2012 07:46 PM, Mike Higgins wrote:
I was talking to Justin Clark-Casey at the OpenSim developers meeting
this morning, and he suggested that the mailing lists would be the
easiest way to have a conversation about vehicle physics on OpenSim.
Justin you there? Is this where you meant? Anyone else want to talk
about vehicle scripting in OpenSim?

I am in the process of testing the OpenSim vehicle scripting calls and
trying to find out what works and what can be worked around. I am
submitting mantis reports when I think I see a true bug, issue numbers 0006039 <http://opensimulator.org/mantis/view.php?id=6039> and 0006040 <http://opensimulator.org/mantis/view.php?id=6040> for starters. Instead of submitting 1000 line vehicle scripts that do not work, I am writing
small 10-line scripts that demonstrate a particular problem.

Issue 0006040 <http://opensimulator.org/mantis/view.php?id=6040> is
particularly interesting because if my hypothesis is correct, the linear motor direction is being actively projected onto the global XY plane. I
cannot get an airplane to glide up, or a balloon to rise using the
linear motor. (Hover height works with balloons, but not the linear
motor even with hover height disabled). The interesting thing about this
is that my hypothesis suggests that there is extra code doing this
projection onto the XY plane. I checked the vehicle flags and there
isn't one that should force this extra projection into the calculations. Vehicle type balloon is supposed to have all the flags removed, but just
to be sure I used the remove call to clear them all. The linear motor
still cannot go up. Can someone familiar with the code look at the
linear motor and tell me why this is happening and if there is a way to disable it? (I tried turning flags like VEHICLE_FLAG_NO_DEFLECTION_UP on to see if this flag was inverted, and if it applied to the motor instead
of deflection, but no luck).

The fun thing is that I can write one kind of vehicle that works well -- assuming this bug is there. I built a vehicle that has the linear motor
set to <0,0,20>, pointing straight up. When the vehicle is perfectly
horizontal, the projection of this motor onto XY is <0,0,0> and the
vehicle does nothing. But then when you tilt the vehicle in any
direction, the projection of the linear motor on XY becomes non-zero and
causes it to start moving in the direction of tilt. This feels a lot
like an RL helicopter, so I used the control keys to pitch down/up to
move forward/backwards, added yaw left and right, and used page-up/down
to increase/decrease the hover height. I put it in a hacked together
helicopter build and it is a lot of fun!

I'm looking for work-arounds for the current vehicle routine behaviors.
One work-around for an airplane is to turn on hover height, check the
airplane speed and pitch once a second in timer(), calculate what
altitude the plane should get to in the next second, and set hover
height to that altitude. The things we do to get stuff working!





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