Ahh interesting. I didn't know about this, I added the line to my
BulletSim section and set it to 8. It's about the jump height I was
looking for now :)
Thank you very much!
On 7/3/2015 8:13 PM, Mister Blue wrote:
The jump itself is done by applying an upward velocity to the avatar.
The amount of velocity is a constant embedded in
ScenePresenceAnimator.cs. The height can be increased in BulletSim
because the zeroing of this upward force is suppressed for a few
frames so the avatar does jump[1]. This code is in
BSActorAvatarMove.cs which has all the fiddling for flying, walking up
stairs, jumping and such avatar movement diddling.
The parameter [BulletSim]AvatarJumpFrames=4 can be increased to
increase the height of the jump. The default is 4 (about a third of a
second). Try 10 and see how high you go.
== mb
[1] normally an avatar doesn't move up unless flying so, if not flying
but not colliding, normally upward force would be suppressed. Unless
jumping.
On Thu, Jul 2, 2015 at 9:39 AM, Chris <[email protected]
<mailto:[email protected]>> wrote:
Hello all,
I am wanting tweak the jump height to be a bit higher than is
default with BulletSim physics and was wondering if there is a
configuration for it that affects gravity and/or jumping?
Having searched through OpenSim.ini as well as
OpenSimDefaults.ini; I can't seem to locate any relevant
parameters to change to this effect.
Thank you!
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OpenSim: 10 Region Standalone on 0.8.1 Dev
Physics: Open Dynamics Engine
OS: Windows 7 (x64)
CPU: AMD FX 8320 8-Core 3.5 GHz
Memory: 16 GB DDR3
Database: MySQL 5.1.63 (x64)
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