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

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