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WarKirby Magojiro added a comment - 29/Sep/07 10:54 AM
Raising priority because this breaks content.
Adjusted the issue to be a catchall for llMoveToTarget behavioral issues.
Uprgraded to critical, this one is pretty well broken. Havok4 should NOT be released before this is function is fixed. I have had a similar problem, but when it was attached and i was standing still, it would move very very slowly then go back to my original position.
I understand what you're saying Lex. I'm not really sure what the
Thought it I'm actually starting to get the feeling there's a handful of underlying physics issues all acting up at once. One of them being "Objects at rest, stay at rest" I've made two videos illustrating some of the difference between how llMoveToTarget works in Havok1 vs. Havok4
http://youtube.com/profile_videos?user=n1nj4Ryozu It seems that I prefer individual jira items for each problem, even if they all have to do with llTargetOmega().
If a catchall or meta jira item is created, the pieces should be made as sub-tasks. Er... I meant llMoveToTarget().
Ryozu, in the video of the movement overshooting the target position... was that your avatar or a regular object? I couldn't tell in the video.
If you have a test script, either paste it in the relevant jira item, or send me a copy of the test object in the Havok4 preview world.
Andrew: The video displays both an avatar being moved through an attachment, and an object, side by side. Both cases show contrast in behavior.
Of special note is the behavior of the plain object in Havok4 seeming to.. jump around strangely... I'm not sure if it failed to make it to the target, and required some kind of interaction (My avatar influencing it) or if it was the client failing to accurately show the position until some kind of update was forced. Here's the relevant code used in each object. I hard coded the positional data so that if I didn't actually make it to the exact position, I wouldn't drift between clicks. ///////////////// default touch_end(integer total_number) //This was placed in two spheres set to a scale of <0.25, 0.25, 0.25> llMoveToTarget(llGetPos(), 1); causes the object to sink 0.2 meters below its point of origin rather then stay where it is.
Ryozu Kojima, the non-critically-damped motion of the avatar is fixed, as far as I can tell.
CrystalShard Foo, the sagging effect of llMoveToTarget(llGetPos(), 1) is expected. The value of 1 at the end means that the motion will be critically damped with a "timescale" of about 1 second --> the object's offset from its target is approximately 1/e of what it was one second ago --> when it is rather close to its target the effect is weak. Unless you also give the object buoyancy it will fight against gravity and will therefore sag a bit from its target position when the "timescale" of the effect is long (1 second). Alternatively, you could give it a smaller timescale (0.1 second for example) and it will try to get there very fast and sag less against gravity. This issue has been bulk changed to fix pending.
Fixed and deployed for weeks now. Or has it been months? It's all a blur.
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