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This issue Relates to:
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VWR-1058
Sculpted prims don't allow entering into bounding box of a concave shape
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VWR-12171 Ability to hide a sculpty's sculptmap from view in the build menu
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This issue is related to by:
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SVC-956 Allow "hollow" sculpties with reduced mass
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the idea basicly would be to instead of having sculpty being a separated type of prim, enable any of the old types of prims to look like a sculpty while still having the parametric collision mesh of regular prims
for example, one would make a pretty sculpty chair model, and have the system think it is a path cut box ( so avatars and phys objects would not only collide with the legs of the chair as expected, but would also colide with the top of the seat and the back of the chair aswell), stairs could look like having several steps, while stilll being seen as a ramp by the phys engine using a single prim, one could make an intricate looking cave entrance, and have the system deal with it as if it was a stretched torus, you got the point
the sculpted look would be an option, perhaps something like the flexy option, perhaps in a separated tab, and would have it's own parameters regarding position, rotation and scale, to allow the custom shapes to be more easily aligned with the collision mesh
to not break existing content, old sculpties would be converted to prims of the proper type (the default sculpties would be spheres, the ones with torus topology would be torus, the plane would be flattened boxes etc), so for example, the default apple would be a sphere with the appearance of an apple. as for scripts, I'm a bit unsure if there would be a clean way of having backward compatibility, but it shouldn't be too hard to make it not break most of the current scripts
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Description
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the idea basicly would be to instead of having sculpty being a separated type of prim, enable any of the old types of prims to look like a sculpty while still having the parametric collision mesh of regular prims
for example, one would make a pretty sculpty chair model, and have the system think it is a path cut box ( so avatars and phys objects would not only collide with the legs of the chair as expected, but would also colide with the top of the seat and the back of the chair aswell), stairs could look like having several steps, while stilll being seen as a ramp by the phys engine using a single prim, one could make an intricate looking cave entrance, and have the system deal with it as if it was a stretched torus, you got the point
the sculpted look would be an option, perhaps something like the flexy option, perhaps in a separated tab, and would have it's own parameters regarding position, rotation and scale, to allow the custom shapes to be more easily aligned with the collision mesh
to not break existing content, old sculpties would be converted to prims of the proper type (the default sculpties would be spheres, the ones with torus topology would be torus, the plane would be flattened boxes etc), so for example, the default apple would be a sphere with the appearance of an apple. as for scripts, I'm a bit unsure if there would be a clean way of having backward compatibility, but it shouldn't be too hard to make it not break most of the current scripts |
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made changes - 28/Jan/08 05:30 PM
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Summary
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sculted visuals, and parametric collision mesh in a single prim
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sculpted visuals, and parametric collision mesh in a single prim
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made changes - 14/Mar/08 08:57 PM
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Link
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This issue is related to by SVC-956
[ SVC-956
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made changes - 26/Mar/08 07:33 PM
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Description
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the idea bascily would be to isntead of having sculpty being a separated type of prim, enable any of the old types of prims to look like a sculpty while still having the parametric collision mesh of regular prims
for example, one would make a pretty sculpty chair model, and have the system think it is a path cut box ( so avatars and phys obejcts would not only colide with the legs of the chair as expected, but would also colide with the top of the seat of the chair aswell), stairs could look like having several steps, while stilll being seen as a ramp by the phys engine usign a signle prim, one could make an intricate looking cave entrance, and have the system deal with it as if it was a streteched torus, you got the point
the sculpted look would be an option, perhaps somthing like the flexy option, perhaps in a separated tab, and would have it's own parameters regarding position, rotation and scale, to allow the custom shapes to be more easilly aligned with the collision mesh
to not break existing content, old sculpties woudl be converted to prims of the propper type (the default sculpties woudl be spheres, the ones with torus topology would be torus, the plane woudl be flatteneed boxers etc), so for example, the default apple would be a sphere with the appearance of an apple
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the idea basicly would be to instead of having sculpty being a separated type of prim, enable any of the old types of prims to look like a sculpty while still having the parametric collision mesh of regular prims
for example, one would make a pretty sculpty chair model, and have the system think it is a path cut box ( so avatars and phys objects would not only colide with the legs of the chair as expected, but would also colide with the top of the seat and the back of the chair aswell), stairs could look like having several steps, while stilll being seen as a ramp by the phys engine using a single prim, one could make an intricate looking cave entrance, and have the system deal with it as if it was a stretched torus, you got the point
the sculpted look would be an option, perhaps somthing like the flexy option, perhaps in a separated tab, and would have it's own parameters regarding position, rotation and scale, to allow the custom shapes to be more easily aligned with the collision mesh
to not break existing content, old sculpties would be converted to prims of the proper type (the default sculpties would be spheres, the ones with torus topology would be torus, the plane would be flattened boxes etc), so for example, the default apple would be a sphere with the appearance of an apple. as for scripts, I'm a bit unsure if there would be a clean way of having backward compatibility, but it shouldn't be too hard to make it not break most of the current scripts
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made changes - 13/Nov/08 11:02 AM
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Workflow
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jira-2007-12-22a
[ 51534
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jira-2008-11-14
[ 62736
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made changes - 13/Nov/08 11:20 AM
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jira-2007-12-22a
[ 62736
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jira-2008-11-14
[ 68726
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made changes - 13/Nov/08 04:35 PM
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jira-2008-11-14
[ 68726
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jira-2008-11-14a
[ 88672
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made changes - 13/Nov/08 04:54 PM
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Workflow
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jira-2008-11-14
[ 88672
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jira-2008-11-14a
[ 94758
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made changes - 13/Nov/08 05:02 PM
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Workflow
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jira-2008-11-14
[ 94758
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jira-2008-11-14a
[ 98070
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made changes - 13/Nov/08 05:13 PM
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Workflow
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jira-2008-11-14
[ 98070
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jira-2008-11-14a
[ 102057
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made changes - 13/Nov/08 05:32 PM
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Workflow
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jira-2008-11-14
[ 102057
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jira-2008-11-14a
[ 109421
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made changes - 13/Nov/08 05:54 PM
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Workflow
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jira-2008-11-14
[ 109421
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jira-2008-11-14a
[ 116802
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made changes - 13/Nov/08 06:09 PM
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Workflow
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jira-2008-11-14
[ 116802
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jira-2008-11-14a
[ 122447
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made changes - 13/Nov/08 06:32 PM
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Workflow
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jira-2008-11-14
[ 122447
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jira-2008-11-14a
[ 131009
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made changes - 13/Nov/08 06:49 PM
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Workflow
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jira-2008-11-14
[ 131009
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jira-2008-11-14a
[ 137467
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made changes - 14/Aug/09 02:14 PM
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Link
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This issue duplicates VWR-1058
[ VWR-1058
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made changes - 14/Aug/09 02:16 PM
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Link
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This issue Relates to VWR-1058
[ VWR-1058
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made changes - 14/Aug/09 02:30 PM
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Comment
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[ I messed up and entered this as a duplicate when I meant to enter it as being related to.
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made changes - 14/Aug/09 02:30 PM
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Link
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This issue duplicates VWR-1058
[ VWR-1058
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made changes - 15/Aug/09 01:40 PM
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Description
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the idea basicly would be to instead of having sculpty being a separated type of prim, enable any of the old types of prims to look like a sculpty while still having the parametric collision mesh of regular prims
for example, one would make a pretty sculpty chair model, and have the system think it is a path cut box ( so avatars and phys objects would not only colide with the legs of the chair as expected, but would also colide with the top of the seat and the back of the chair aswell), stairs could look like having several steps, while stilll being seen as a ramp by the phys engine using a single prim, one could make an intricate looking cave entrance, and have the system deal with it as if it was a stretched torus, you got the point
the sculpted look would be an option, perhaps somthing like the flexy option, perhaps in a separated tab, and would have it's own parameters regarding position, rotation and scale, to allow the custom shapes to be more easily aligned with the collision mesh
to not break existing content, old sculpties would be converted to prims of the proper type (the default sculpties would be spheres, the ones with torus topology would be torus, the plane would be flattened boxes etc), so for example, the default apple would be a sphere with the appearance of an apple. as for scripts, I'm a bit unsure if there would be a clean way of having backward compatibility, but it shouldn't be too hard to make it not break most of the current scripts
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the idea basicly would be to instead of having sculpty being a separated type of prim, enable any of the old types of prims to look like a sculpty while still having the parametric collision mesh of regular prims
for example, one would make a pretty sculpty chair model, and have the system think it is a path cut box ( so avatars and phys objects would not only collide with the legs of the chair as expected, but would also colide with the top of the seat and the back of the chair aswell), stairs could look like having several steps, while stilll being seen as a ramp by the phys engine using a single prim, one could make an intricate looking cave entrance, and have the system deal with it as if it was a stretched torus, you got the point
the sculpted look would be an option, perhaps something like the flexy option, perhaps in a separated tab, and would have it's own parameters regarding position, rotation and scale, to allow the custom shapes to be more easily aligned with the collision mesh
to not break existing content, old sculpties would be converted to prims of the proper type (the default sculpties would be spheres, the ones with torus topology would be torus, the plane would be flattened boxes etc), so for example, the default apple would be a sphere with the appearance of an apple. as for scripts, I'm a bit unsure if there would be a clean way of having backward compatibility, but it shouldn't be too hard to make it not break most of the current scripts
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Please give this serious consideration.
Specially as it seems that correct sculptie collision meshes won't be happening soon. This would re-use much of the existing code and methodologies and could be implemented pretty quick. It will offer an intermediate and very necessary solution to sculpt collisions.
So the idea is to separate the sculpt definition (on a new tab etc as Tigro says) including a separate rotation and position (to allow relative offsetting it from the collision map), and other than that users define the collision-map as best they can using the existing prim torturing tools.
Excellent !