Well, Toni, yes I need Naali0.4+Taiga mode now. According to your guide in building mode I can't found any physical settings in Components list or Properties list? how can I do and could you help me? Regards Wang
On 5月27日, 下午12时50分, Toni Alatalo <t...@playsign.net> wrote: > On Thu, 2011-05-26 at 18:00 -0700, flair chopin wrote: > > Toni, may you tell me how I can put mass to a prim step by step in > > Naali, that is, after I "New Object" in "Building " Mode I got a new > > box which component or property should I add to it to activate the > > physical simulation? > > I'm sorry I don't remember it exactly offhand -- will need to test > myself, and may not have time for that before Monday (am currently home > alone with two small kids that are about to wake up :) > > IIRC for meshes there is a field for 'collision mesh' where you can put > a mesh reference for the geometry that should be used for collisions. > > For prims that's not needed, but just making the prim physical somehow > suffices. Probably it is some property like 'physical' in the properties > list (the other tab besides 'components' in lower right corner in build > mode). The ODE engine on the Opensim server side (when using Opensim) > executes physics. And for info to Jonne, it is a basically identical > rigidbody physics engine as Bullet. > > In Tundra there is the Bullet library, which is also normally used on > the server side, but it's available on the client side as well (but not > in 0.4 yet, only in newer versions, currently the Tundra 1.0 series). > > Would be nice to know if you really need Opensim (Taiga), or if could > use Tundra instead -- am always curious to know about real needs that > people have with respect to that. > > Also because one other group has already made some AR tests with Tundra, > there is a new video input module for that with support for selectively > rendering certain objects on top of the real life video background etc. > This is client side, so probably could be used with Opensim too if > that's necessary. > > > Wang > > ~Toni > > > > > > > > > > > On 5月26日, 下午6时44分, Jonne Nauha <jo...@adminotech.com> wrote: > > > I am not 100% certain but doesn't opensim physics only provide collisions > > > so > > > stuff doesn't go inside one another. But it does not provide gravity and > > > mass for objects. Like putting mass to a prim so you can push it with your > > > avatar. I at least never seen that in opensim but might be there? :P Funny > > > if i never saw that while doing OS, i guess focused on other stuff > > > instead. > > > > How was that ludos "ball" world physics made, didnt they modify the > > > opensim > > > physics or client physics or something? > > > > Best regards, > > > Jonne Nauha > > > Adminotech developer > > > > 2011/5/26 flair chopin <chopin.fl...@gmail.com> > > > > > Well, many thx for Toni's explanation. > > > > > But may you tell me how can I activate the Physics simulation in Naali > > > > after I made physics settings in Taiga with > > > > "physics=OpenDynamicsEngine" or "physics=BulletPhysics" in > > > > OpenSim.ini. > > > > Can I obtain a more precise simulation result with Bullet than with > > > > ODE, at the same time Taiga will cost much more computing resources? > > > > > Another problem is, I have found some qt phonon code, but how can I > > > > use its corresponding functions, for an example how can I play a video > > > > in Naali not by web page? > > > > > On 5月26日, 下午2时10分, Toni Alatalo <t...@playsign.net> wrote: > > > > > On Wed, 2011-05-25 at 05:10 -0700, flair chopin wrote: > > > > > > Dear all, could you tell me how can I run a physics simulation in > > > > > > Naali > > > > > > +Taiga? > > > > > > I find it easier on Tundra, i.e. when the Naali code is used as > > > > > standalone or as a server as well. Several of the bundled demos > > > > > feature > > > > > that, in the scenes directory, e.g. Pong has it automatically on and > > > > > Physics demo lets you start physics yourself, is featured at 50secs in > > > > > this video:http://www.youtube.com/watch?v=Wg6SAQPW-9k. Physics are > > > > > enabled by adding a RigidBody component to the objects, there is also > > > > > a > > > > > console command that does it automatically for all objects. > > > > > > So I'd use this if don't need Opensim especially for some reason. > > > > > Yaoyansi needs Opensim, so I reply about how it goes there in the next > > > > > post for him :) > > > > > > ~Toni > > > > > -- > > > >http://groups.google.com/group/realxtend > > > >http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org