Difference between revisions of "Talk:LlCreateCharacter"
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Can we have a mechanism for making objects move omnidirectionally without rotating? I have an object that could use better path finding, but it must not rotate around the ground normal(the z-axis on level ground). Forward and up vectors would also be useful for making one-prim objects face the correct direction. (Is there a better place for this? The blog disallows comments.) -- [[User:Nemurimasu Neiro|Nemurimasu Neiro]] 18:20, 16 February 2012 (PST) | Can we have a mechanism for making objects move omnidirectionally without rotating? I have an object that could use better path finding, but it must not rotate around the ground normal(the z-axis on level ground). Forward and up vectors would also be useful for making one-prim objects face the correct direction. (Is there a better place for this? The blog disallows comments.) -- [[User:Nemurimasu Neiro|Nemurimasu Neiro]] 18:20, 16 February 2012 (PST) | ||
:We might be able to add a flag that causes us to simply ignore the rotation when we update the visible object (as opposed to the underlying physics representation which can only move in its forward direction), but without understanding your use case better, I'd be hesitant to do so. This is the kind of feature request that we'd only really consider post-release and if enough users requested it. (It's not that it's necessarily hard to do, just that it would added complexity to pathfinding and it isn't clear how widely useful it would be.) As for a forward direction, that is always the positive X axis, and up is always the positive Z axis. [[User:Falcon Linden|Falcon Linden]] 20:08, 16 February 2012 (PST) | |||
I would like to be able to have a character bank in turns and tilt forward or backward at start and stop. It would be nice to be able to handle X & Y rotation outside pathfinding. X & Y seem to be set to 0 at each position update. We have a slowing event, but it seems overly sensitive. I get a flood of 'slowing' events when I use a simple pursue. There is no 'at speed' event. I assume I can use 'started' to know when it is speeding up and allow a timer to decide when a character is at speed. [[User:Nalates Urriah|Nalates Urriah]] 11:29, 25 March 2012 (PDT) | |||
== Explaining the "capsule" concept better == | |||
For someone casually browsing through the Pathfinding pages, the concept of [[llCreateCharacter]]() creating a ''capsule'' is confusing, because nothing is really "created" — except at the simulator's Havok level. | |||
The 'capsule' is essentially what is called elsewhere the [[LlGetBoundingBox|bounding box]], with a few notable differences, namely, that it appears to be a ''cylinder'' (and not a ''cuboid'') and, unlike 'true' bounding boxes, you ''can'' change its dimensions (to a degree), which means, for all purposes, that all pathfinding functions will apply to the 'capsule' and ''not'' to the bounding box of the object itself. Therefore, it's (theoretically!) possible that you can move objects around that are much larger (or way smaller!) than the 'capsule' — within limits, of course — which allows for some interesting effects. | |||
— [[User:Gwyneth Llewelyn|Gwyneth Llewelyn]] ([[User talk:Gwyneth Llewelyn|talk]]) 15:59, 5 September 2023 (PDT) |
Latest revision as of 14:59, 5 September 2023
Can we have a mechanism for making objects move omnidirectionally without rotating? I have an object that could use better path finding, but it must not rotate around the ground normal(the z-axis on level ground). Forward and up vectors would also be useful for making one-prim objects face the correct direction. (Is there a better place for this? The blog disallows comments.) -- Nemurimasu Neiro 18:20, 16 February 2012 (PST)
- We might be able to add a flag that causes us to simply ignore the rotation when we update the visible object (as opposed to the underlying physics representation which can only move in its forward direction), but without understanding your use case better, I'd be hesitant to do so. This is the kind of feature request that we'd only really consider post-release and if enough users requested it. (It's not that it's necessarily hard to do, just that it would added complexity to pathfinding and it isn't clear how widely useful it would be.) As for a forward direction, that is always the positive X axis, and up is always the positive Z axis. Falcon Linden 20:08, 16 February 2012 (PST)
I would like to be able to have a character bank in turns and tilt forward or backward at start and stop. It would be nice to be able to handle X & Y rotation outside pathfinding. X & Y seem to be set to 0 at each position update. We have a slowing event, but it seems overly sensitive. I get a flood of 'slowing' events when I use a simple pursue. There is no 'at speed' event. I assume I can use 'started' to know when it is speeding up and allow a timer to decide when a character is at speed. Nalates Urriah 11:29, 25 March 2012 (PDT)
Explaining the "capsule" concept better
For someone casually browsing through the Pathfinding pages, the concept of llCreateCharacter() creating a capsule is confusing, because nothing is really "created" — except at the simulator's Havok level.
The 'capsule' is essentially what is called elsewhere the bounding box, with a few notable differences, namely, that it appears to be a cylinder (and not a cuboid) and, unlike 'true' bounding boxes, you can change its dimensions (to a degree), which means, for all purposes, that all pathfinding functions will apply to the 'capsule' and not to the bounding box of the object itself. Therefore, it's (theoretically!) possible that you can move objects around that are much larger (or way smaller!) than the 'capsule' — within limits, of course — which allows for some interesting effects.
— Gwyneth Llewelyn (talk) 15:59, 5 September 2023 (PDT)