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In article <MPG.22e72547d2aee12998a182@news.povray.org>,
sel### [at] rraz net says...
> In article <MPG.22e5fee72acf026d98a181@news.povray.org>,
> sel### [at] rraz net says...
> >
> > Thanks for the fix.
> >
> Actually. It maybe works, and maybe doesn't. lol This is a good start
> though, since the real issue may be more subtle. If I am right about
> what is going wrong this time, then SL supports:
>
> Rotate everything via base prim.
> Rotate locally, as though the base prim moved, but only move the object.
> Rotate the object, but not the base prim.
>
> Obviously, this is "still" a problem if your intent is to rotate the
> third or forth object out from the center, like if you had body + upper
> arm + lower arm, etc., and you want to move the lower arm. (This would
> be, presumably an crane, or some other non-player object, just to be
> clear.) By using local rotation *and* SetPos, I may have, in effect,
> rotated the object to the Rot angle, by positioning it, then rotated it
> "again" by that angle, using SetLocalRot. Needless to say, this is
> "not" working as I had intended. lol I will have to experiment some more
> to see what is really going on.
>
> But, if it is the problem, then at least this math lends itself to
> rotation at points "other" than the center of the objects, or around the
> base prim, given a "bit" of modification. So, it could be set up to
> rotate it at an object corner, a cylinders end cap, or any other
> arbitrary point, on or off, the object. Which is a "vast" improvement
> over the original situation. Just needs using "SetRot", instead of
> "SetLocalRot" to get the right angle for the objects own facing.
>
Was doing the sin/cos wrong. Ignore most of this. lol Still need to mod
it to do "off of center on the object", but its a "hair" more complex
than this, since the LocalRot isn't doing what I thought it did.
--
void main () {
if version = "Vista" {
call slow_by_half();
call DRM_everything();
}
call functional_code();
}
else
call crash_windows();
}
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