Difference between revisions of "Talk:LlGetRot"

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[[User:Ratany Resident|Ratany Resident]] 05:13, 19 February 2014 (PST)
[[User:Ratany Resident|Ratany Resident]] 05:13, 19 February 2014 (PST)
: It follows the same strange logic that applies to [[llGetPos]], that is, you'll only get reliable results if it's attached to ATTACH_AVATAR_CENTER and the attachment's root is ZERO_ROTATION relative to the avatar. This is all because the simulator really doesn't know anything about the shape of the avatar's skeleton, plus animations are a viewer effect. I'll copy the note over to here. --[[User:Cerise Resident|Cerise Resident]] 05:33, 19 February 2014 (PST)
: It follows the same strange logic that applies to [[llGetPos]], that is, you'll only get reliable results if it's attached to ATTACH_AVATAR_CENTER and the attachment's root is ZERO_ROTATION relative to the avatar. This is all because the simulator really doesn't know anything about the shape of the avatar's skeleton, plus animations are a viewer effect. I'll copy the note over to here. --[[User:Cerise Resident|Cerise Resident]] 05:33, 19 February 2014 (PST)
did this change when they reworked/added attachment points? it used to be that attachment had their own "global" space, equivalent to, but separate from, region global. Meaning that a rotation around a given attachment point would report the same, even if an object the avatar was seated on was changed in rotation (so not just animation), as it would only be relative to the attachment point.<br/>-- '''[[User:Void_Singer|Void]]''' <sup><small>([[User_talk:Void_Singer|talk]]|[[Special:Contributions/Void_Singer|contribs]])</small></sup> 09:38, 19 February 2014 (PST)

Revision as of 10:38, 19 February 2014

What does llGetRot() return when called in a script that is in a non-root prim of an attachment?

Ratany Resident 05:13, 19 February 2014 (PST)

It follows the same strange logic that applies to llGetPos, that is, you'll only get reliable results if it's attached to ATTACH_AVATAR_CENTER and the attachment's root is ZERO_ROTATION relative to the avatar. This is all because the simulator really doesn't know anything about the shape of the avatar's skeleton, plus animations are a viewer effect. I'll copy the note over to here. --Cerise Resident 05:33, 19 February 2014 (PST)

did this change when they reworked/added attachment points? it used to be that attachment had their own "global" space, equivalent to, but separate from, region global. Meaning that a rotation around a given attachment point would report the same, even if an object the avatar was seated on was changed in rotation (so not just animation), as it would only be relative to the attachment point.
-- Void (talk|contribs) 09:38, 19 February 2014 (PST)