Trouble with physics on BallerNation grid
- Ilan Tochner
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Re: Trouble with physics on BallerNation grid
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.
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.
- beverly Zauberflote
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Re: Trouble with physics on BallerNation grid
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.....
AND hearing that 9.0 will have other issues like sit targets not working...well it is very overwhelming to say the least.....
- Ilan Tochner
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Re: Trouble with physics on BallerNation grid
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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- beverly Zauberflote • Keith Selmes • Moonrise Azalee
- Constance Peregrine
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Re: Trouble with physics on BallerNation grid
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
http://ainetutorials.blogspot.com/search?q=sit+target
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- beverly Zauberflote
Laissez faire et laissez passer, le monde va de lui même!
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- Dot Matrix
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Re: Trouble with physics on BallerNation grid
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)
Paramour Product Support for Opensim 0.9 (Aine says there won't be any -- stick to OpenSim 0.8.2)
- Constance Peregrine
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Re: Trouble with physics on BallerNation grid
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.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)
Laissez faire et laissez passer, le monde va de lui même!
My little sounds store https://www.kitely.com/market?store=2040306
Ephemeral wanderer...
My little sounds store https://www.kitely.com/market?store=2040306
Ephemeral wanderer...
- beverly Zauberflote
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Re: Trouble with physics on BallerNation grid
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
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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- Ilan Tochner • Don Smith • Dot Matrix
- Ilan Tochner
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Re: Trouble with physics on BallerNation grid
Thank you beverly, please update us about your findings.
- Mike Lorrey
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Re: Trouble with physics on BallerNation grid
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.
- Ilan Tochner
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Re: Trouble with physics on BallerNation grid
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.
These are good questions that I don't know the answer to. If someone tested this then please let us know the result.