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Key: VWR-4418
Type: New Feature New Feature
Status: Open Open
Priority: Normal Normal
Assignee: Unassigned
Reporter: TigroSpottystripes Katsu
Votes: 13
Watchers: 3
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1. Second Life Viewer - VWR

sculpted visuals, and parametric collision mesh in a single prim

Created: 28/Jan/08 05:27 PM   Updated: 16/Aug/09 08:45 AM
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Component/s: Building (in-world), Graphics
Affects Version/s: None
Fix Version/s: None

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 Description  « Hide
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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TigroSpottystripes Katsu made changes - 28/Jan/08 05:30 PM
Field Original Value New Value
Summary sculted visuals, and parametric collision mesh in a single prim sculpted visuals, and parametric collision mesh in a single prim
IAm Zabelin made changes - 14/Mar/08 08:57 PM
Link This issue is related to by SVC-956 [ SVC-956 ]
TigroSpottystripes Katsu made changes - 26/Mar/08 07:33 PM
Description 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
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
Sue Linden made changes - 13/Nov/08 11:02 AM
Workflow jira-2007-12-22a [ 51534 ] jira-2008-11-14 [ 62736 ]
Sue Linden made changes - 13/Nov/08 11:20 AM
Workflow jira-2007-12-22a [ 62736 ] jira-2008-11-14 [ 68726 ]
Sue Linden made changes - 13/Nov/08 04:35 PM
Workflow jira-2008-11-14 [ 68726 ] jira-2008-11-14a [ 88672 ]
Sue Linden made changes - 13/Nov/08 04:54 PM
Workflow jira-2008-11-14 [ 88672 ] jira-2008-11-14a [ 94758 ]
Sue Linden made changes - 13/Nov/08 05:02 PM
Workflow jira-2008-11-14 [ 94758 ] jira-2008-11-14a [ 98070 ]
Sue Linden made changes - 13/Nov/08 05:13 PM
Workflow jira-2008-11-14 [ 98070 ] jira-2008-11-14a [ 102057 ]
Sue Linden made changes - 13/Nov/08 05:32 PM
Workflow jira-2008-11-14 [ 102057 ] jira-2008-11-14a [ 109421 ]
Sue Linden made changes - 13/Nov/08 05:54 PM
Workflow jira-2008-11-14 [ 109421 ] jira-2008-11-14a [ 116802 ]
Sue Linden made changes - 13/Nov/08 06:09 PM
Workflow jira-2008-11-14 [ 116802 ] jira-2008-11-14a [ 122447 ]
Sue Linden made changes - 13/Nov/08 06:32 PM
Workflow jira-2008-11-14 [ 122447 ] jira-2008-11-14a [ 131009 ]
Sue Linden made changes - 13/Nov/08 06:49 PM
Workflow jira-2008-11-14 [ 131009 ] jira-2008-11-14a [ 137467 ]
hibit Spad made changes - 14/Aug/09 02:14 PM
Link This issue duplicates VWR-1058 [ VWR-1058 ]
hibit Spad made changes - 14/Aug/09 02:14 PM
Comment [ This issue is also related to: http://jira.secondlife.com/browse/VWR-1058 ]
hibit Spad made changes - 14/Aug/09 02:16 PM
Link This issue Relates to VWR-1058 [ VWR-1058 ]
hibit Spad made changes - 14/Aug/09 02:20 PM
Link This issue Relates to VWR-12171 [ VWR-12171 ]
hibit Spad made changes - 14/Aug/09 02:30 PM
Comment [ I messed up and entered this as a duplicate when I meant to enter it as being related to. ]
hibit Spad made changes - 14/Aug/09 02:30 PM
Link This issue duplicates VWR-1058 [ VWR-1058 ]
hibit Spad made changes - 15/Aug/09 01:40 PM
Description 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
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