"Fixed rotate" script?
- Ozwell Wayfarer
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"Fixed rotate" script?
I am making a windmill at the moment and it has a few rotating parts. The scripts I can currently find for rotation use the llTargetOmega command whereby you have to define an axis for the rotation to move along.
Problem is that when you rotate the structure the script can not recognise, leading things to spin in strange directions. Does anyone know a workaround for this?
Thanks!!
Problem is that when you rotate the structure the script can not recognise, leading things to spin in strange directions. Does anyone know a workaround for this?
Thanks!!
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- Ilan Tochner
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Re: "Fixed rotate" script?
Hi Ozwell,
Please make sure to only rotate phantom objects, otherwise your constantly rotating objects will create high CPU load for your sim.
Please make sure to only rotate phantom objects, otherwise your constantly rotating objects will create high CPU load for your sim.
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- Alexina Proctor • Ozwell Wayfarer
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Re: "Fixed rotate" script?
This is from the SL wiki except I changed llRot2Up to llRot2Left. It worked OK with a two prim linkset in which the script was in the child prim representing the sail. YMMV. PS sent you a full-perms copy.
Code: Select all
default
{
state_entry()
{
llTargetOmega(llRot2Left(llGetLocalRot()), PI, 1.0);
}
}
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- Ozwell Wayfarer
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Re: "Fixed rotate" script?
Thanks Graham. Unfortunately this script still seems to suffer the same problem when applied to my windmill blades. Maybe its an issue with mesh here?
The blades are 1 physical object and the script works when applied. But if I then change the rotation from true north to true east, the blades stop rotating around the central axis and start moving blade over blade (if that makes sense?).
EDIT - Actually, when the scripted blade is linked in (NOT as the root prim) to the rest of the structure it works! Thanks Graham I will send you over a copy of the windmill when I am done.
The blades are 1 physical object and the script works when applied. But if I then change the rotation from true north to true east, the blades stop rotating around the central axis and start moving blade over blade (if that makes sense?).
EDIT - Actually, when the scripted blade is linked in (NOT as the root prim) to the rest of the structure it works! Thanks Graham I will send you over a copy of the windmill when I am done.
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- Handy Low
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Re: "Fixed rotate" script?
[EDIT: Never mind, I was thinking about animation rotation when I first wrote this post]
Last edited by Handy Low on Sun May 31, 2015 10:15 am, edited 1 time in total.
Handy Low
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Re: "Fixed rotate" script?
How can this be, when llTargetOmega() is a client-side effect?Ilan Tochner wrote:Please make sure to only rotate phantom objects, otherwise your constantly rotating objects will create high CPU load for your sim.
Handy Low
- Ilan Tochner
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Re: "Fixed rotate" script?
Please see: http://wiki.secondlife.com/wiki/LlTargetOmega
This effect is also simulated on the server (in other words it is NOT client side only) when the rotated object is non-phantom.
This effect is also simulated on the server (in other words it is NOT client side only) when the rotated object is non-phantom.
- Ilan Tochner
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Re: "Fixed rotate" script?
Non-Phantom objects can be collided with. Every time they move the sim has to be updated to reflect that. If this isn't synchronized between clients then you may pass between the arms of a spinning object while other viewers might see you passing through the non-Phantom arms because their object spin start times aren't synced with yours.
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- Handy Low
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Re: "Fixed rotate" script?
Then the documentation is incorrect?
http://wiki.secondlife.com/wiki/LlTargetOmega wrote:If the object is not physical then the rotation is only a client side effect and it will collide as non-moving geometry.
Handy Low