Animesh and pathfinding
- Kim McCabe
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Animesh and pathfinding
Anyone working on Animesh and pathfinding? Do you know of any good Animesh scripts or systems in opensim? I make my own mesh models and I can animate them, was just wondering if there was anything a little more advanced here in opensim yet. I see some systems in SL that look interesting. Can we do that here?
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- Ilan Tochner • Chris Namaste • Alexina Proctor
- Chris Namaste
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Re: Animesh and pathfinding
yes Kim,
i hope to find same and i'm glad u write this
hopefully pple will see your post & give info
christa
i hope to find same and i'm glad u write this

hopefully pple will see your post & give info

christa
Chris CreationZ url kitely market : https://www.kitely.com/market?store=914 ... &sort=date
Because ultimately we are not the avatars we create. We are not the pictures on the film stock. We are the light that shines through.Jim Carrey
Because ultimately we are not the avatars we create. We are not the pictures on the film stock. We are the light that shines through.Jim Carrey
- Ilan Tochner
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Re: Animesh and pathfinding
Hi Kim,
AFAIK the pathfinding code in SL relies on their use of the Havok physics engine, which isn't an option in OpenSim.
AFAIK the pathfinding code in SL relies on their use of the Havok physics engine, which isn't an option in OpenSim.
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- Tess Juel
- Tess Juel
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Re: Animesh and pathfinding
It does and I think it's just as well we don't have that one on opensim. SL's pathfinding function is seriously awkward to use and even worse, it takes up a horrendous amount of server capacity. It actually used to use a minimum of 23-25% of a full region's allocated server resources. LL did a thorough cleanup of the pathfinding function when they launched animesh but it's still seriously heavy for the poor simulator - 10-15% of the allocated resources if I remember correctly. Fortunately pathfinder characters in SL stack very well so multiple characters and/or more complex patterns don't add much to this base load but even so, the base load seriously limits the functions usefulness in SL.Ilan Tochner wrote: ↑Sun Nov 08, 2020 3:55 pmAFAIK the pathfinding code in SL relies on their use of the Havok physics engine,
With that being said, a more efficient and maybe also more user friendly pathfinding function would have been a great addition to opensim. Maybe somebody should have a word with Ubit about it?
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- Ilan Tochner • Alexina Proctor • Kim McCabe