Trouble with physics on BallerNation grid

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Ilan Tochner
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Re: Trouble with physics on BallerNation grid

Post by Ilan Tochner »

Hi beverly,

If you're defining a collision mesh please make sure it is an optimized one with a significantly lower triangle count than the mesh you use for the item itself. This will reduce the load the item creates on the physics engine and will significantly improve the time it takes for worlds containing your items to start up.
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Re: Trouble with physics on BallerNation grid

Post by beverly Zauberflote »

Thanks Ilan, will do! I am aware of the issues and have created them before. It will just be planes mostly. very very simple. BUT having read Gahelens' comments on using a physics model in another thread I am disheartened somewhat as it didn't solve the problem.....

AND hearing that 9.0 will have other issues like sit targets not working...well it is very overwhelming to say the least.....
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Re: Trouble with physics on BallerNation grid

Post by Ilan Tochner »

That is part of the reason why we're not rushing to upgrade to OpenSim 0.9.0, it simply isn't ready yet. I think it is unfortunate that some people already rolled it out on their grids without considering that the version they've decided to use is not an actual OpenSim release. The only grids that should be rolling out unreleased OpenSim versions are grids such as OSGrid which have testing OpenSim development branches as part of their mission statement.
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Re: Trouble with physics on BallerNation grid

Post by Constance Peregrine »

Here is some information about OS v.9 that seems like some of it may be relevant to this discussion, from Aine, who knows much about it, I hope it helps.

http://ainetutorials.blogspot.com/search?q=sit+target
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Re: Trouble with physics on BallerNation grid

Post by Dot Matrix »

Is it this article in particular, Constance?

Paramour Product Support for Opensim 0.9 (Aine says there won't be any -- stick to OpenSim 0.8.2)
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Re: Trouble with physics on BallerNation grid

Post by Constance Peregrine »

Dot Matrix wrote:Is it this article in particular, Constance?

Paramour Product Support for Opensim 0.9 (Aine says there won't be any -- stick to OpenSim 0.8.2)
Yes, that looks like it...I didn't look closely but one or two others seemed to have info but it may just have been repeated.
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Re: Trouble with physics on BallerNation grid

Post by beverly Zauberflote »

I have a bit more information from a friend of mine who used to support another grid. He tells me if the version of 9.0 loaded has UBODE physics, then there WILL be issues with mesh physics. If Bullet is used it should work fine. HE is of the opinion that most grids will opt for UBODE and so the mesh model will have to be uploaded on a sim with UBODE enabled in order to work properly. He has offered to let me use his grid for testing purposes. I will be testing:
1. Does the model work when uploaded using UBODE physics.
2. Does that same model work with Bullet physics.
3. Is that same model backward compatible.

I am hoping the answer to all those questions will be yes. If not, multiple versions of a model might have to be created/reuploaded to support all of the scenarios....blegh....

I will post my findings here if anyone is interested :)
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Re: Trouble with physics on BallerNation grid

Post by Ilan Tochner »

Thank you beverly, please update us about your findings.
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Re: Trouble with physics on BallerNation grid

Post by Mike Lorrey »

here's an idea: can you upload the mesh in a 0.9 grid, bring it to Kitely, and sell it as an export item through the Kitely Marketplace that will remain 0.9 compatible? I imagine you will need an avatar native to a 0.9 grid to upload it, then transfer it to your kitely avatar there in that grid fully permed, then bring it to Kitely, perm it, and sell it on Marketplace.
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Re: Trouble with physics on BallerNation grid

Post by Ilan Tochner »

Hi Mike,

These are good questions that I don't know the answer to. If someone tested this then please let us know the result.
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