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Key: SVC-737
Type: Meta Issue Meta Issue
Status: Closed Closed
Resolution: Fixed
Priority: Critical Critical
Assignee: Unassigned
Reporter: Ryozu Kojima
Votes: 6
Watchers: 4
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2. Second Life Service - SVC

(Havok4) Meta-issue: Avatars Physics

Created: 29/Sep/07 01:39 PM   Updated: 31/Mar/08 09:50 PM
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Component/s: Physics
Affects Version/s: Havok4 Beta
Fix Version/s: None

File Attachments: 1. File Launcher.lsl (0.5 kB)

Issue Links:
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Linden Lab Issue ID: DEV-1777


 Description  « Hide
This is a catchall to link to, discuss and summarize behavior of avatars in Havok4.

Scripts behave MUCH Differently when attached to an avatar in Havok4 than they did in Havok1.

Some of this unexpected behavior seems to lie in the avatar itself, not in the scripting calls.

Avatar at rest, stays at rest:
Example.
1) Create a box prim sized <1.5, 1.5, 0.5>
2) Add the attached script (Launcher.lsl) to the prim.
3) Stand on the prim, jump up, then land. Without moving, rotating, or such, click the prim, It should turn green.
Expected: Avatar should move up as prim moves to target.
Observed: Neither avatar nor cube move.
Note: This behavior is very inconsistent. It seems to be caused by the avatar seeming to "lock into place"
This may also be related llStopMoveToTarget seeming to fail
While the prim is still green, tap a movement key to nudge yourself, and the prim will launch your avatar into the air.

Rotation:
Avatars are being rotated around the X and Y axes. Normally, rotation of an avatar is restricted to the Z axis. This behavior was present in Havok1 on the main grid. However, it appears to have become substantially worse. This causes unwanted results when using local coordinates for some LSL calls that apply force. It also causes an avatar to be rendered as leaning over when viewed from a distance, as well as having their feet sunk into the floor. Typically, sitting on an object and standing up will correct this.

On the main grid, these avatar rotations being off only seemed to occur after a teleport. In Havok4, it appears it's also happening during physics interactions.



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
WarKirby Magojiro added a comment - 30/Sep/07 06:49 AM
linking to issues concerning avatar rotation

Sidewinder Linden added a comment - 01/Oct/07 12:43 PM
I have also noticed that sometimes landing with Lost Dog DNA animation override does not go to "landed" mode, and takes another pgdn to force landing. (might be related)

WarKirby Magojiro added a comment - 01/Oct/07 04:08 PM
I use the same AO too. heh

Although that uses the ZHAO animation HUD, I believe, so that would be the best place to investigate, not DNA itself.


WarKirby Magojiro added a comment - 07/Oct/07 01:07 AM
minor grammatical change. The pural of axis, is axes, not axii. Axii isn't even a word >_>

Nizzy Lusch added a comment - 11/Feb/08 10:06 AM
Avatars also take longer to align themselves with the movement path - this results in your avatar walking sideways for a bit before walking normally, after changing course.

Jumps seem much weaker when standing still than when walking/running. I'm talking about the height of the jump. Is this intentional?

Functions like llSetBuoyancy and llApplyImpulse seem to have very very little effect on avatars at all. Try the popular "SLwim" swimming gadget and your avatar will practically not move at all in the water. Like swimming with an anchor.


Nizzy Lusch added a comment - 11/Feb/08 10:13 AM
Also, when you walk up a ramp, your forward axis speed remains the same, and when that gets added with the vertical axis speed it seems like walking twice as fast when going uphill.

Stylez Gomez added a comment - 13/Feb/08 03:20 PM
I noticed something similar to this with my elevators, although not to the same extent. When the elevator is moving, the ride is a lot more "rough" than it used to be. The avatar collisions with the elevator car are much more apparent now than they used to be, causing the elevator car to jitter horribly.

Surprisingly, the avatar seems to bounce around a lot more when the elevator car is descending than when it is ascending.


Sidewinder Linden added a comment - 31/Mar/08 09:49 PM
1.20.0.83683