Author: Yummy
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PALETTE REFERENCE – 33 – THROWER – PART 29 – Boomerang
Boomerang IMPORTANT: Wait for ALL these message upon Reset or your rezzable will float, having not found a target: [09:33:52] rezboom: [LDR] 14 – Artiste PALETTE is READY !!! [09:34:07] rezboom: [ASS] 13 – Artiste Assets ->rezboom<- 71 lines read [09:34:07] rezboom: [ASS] Found Thrower Target Object1: AlienTarget1 [09:34:07] rezboom: [ASS] Found Thrower Target… Read more
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Palette Reference – 32 – Thrower – Part 28 – Rezzer Throw Orientation
Rezzer Throw Orientation When using the RezSource entry on the *thrower nc it is important to realize that the position and rotation for a ‘throw‘, as in Apply Impulse and AngularVelocity, must be based upon the RezSource object LOCAL setting (the edit of the object, unless you have chosen WORLD as your DirectionalVector setting on… Read more
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Palette Reference – 31 – Thrower – Part 27 – Target-Based Throwing – *thrower notecard
Target-Based Throwing – *thrower notecard Introducing Target-Based throwing, useful for easier targeting, although the flight-path is not respondent to mass/gravity like Impulse-based throwing. It is a trade-off. Below are some workable values to get you started: *thrower nc Motion: SetMoveToTarget,on Motion: MoveToTargetTau,2.0 Rotation: SetTargetOmega,on Rotation: TargetOmega,<1,0,0>,6.283185,2.0 Termination: RangePostActions,on Termination: AtRange,0.5 Termination: AttachOnRange,off,6 Termination: SetMatchPosAtTarget,off… Read more
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Palette Reference – 30 – Thrower – Part 26 – Target-Based Throwing
Target-Based Throwing We will now learn about Target-Based Throwing as opposed to Impulse-Based Target-Based Motion: MoveToTarget Rotation: TargetOmega Termination: AtRange And yes you can mix choices from the 2 methods. Feel free to experiment. This MoveToTarget-based motion system is useful for easier targeting but gives a different motion-style that does NOT respond to gravity/mass in… Read more
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Palette Reference – 29 – Thrower – Part 25 – Impulse-Based Throwing
Impulse-Based Throwing So far we have focused on Impulse-Based throwing; AngularVelocity-Based rotation with Collision-Based termination. With our Impulse/Collision system, we used a gravity-dependent method of throwing so our throws had nice even rise/fall arcs that responded to gravity based upon their mass. (The rotation, however, was not mass-based, and by choice, as I felt it… Read more
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Palette Reference – 28 – Thrower – Part 24 – Preparing the Source
Preparing the Source The trick is to capture the release frame of the animations throwing gesture at the exact moment of its release. You can use a recording device to record the animation. Then step thru, frame by frame, determining which frame is the release frame. It is what I did. You can set a… Read more
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Palette Reference – 27 – Thrower – Part 23 – Thrower0123OnRez
Thrower0123OnRez This value is set inside the REZZABLE. This value should be 1, 2, or 3 for situations where you are creating a Thrower-Rezzer. The number determines which selection of ApplyImpulse, AngularVelocity, and CollisionPostActions will be used. It should be zero (0) if you are rezzing a normal Palette with NO throwing capabilities. Ex: Thrower0123OnRez,1… Read more
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Palette Reference – 26 – Thrower – Part 22 – ShowInMidFlightAfter
ShowInMidFlightAfter If this value is NOT ZERO then it will delay the visibility of a thrown object for the number of seconds that follows: Ex: ShowInMidFlightAfter,1.7 This will delay the normal visibility for 1.7 seconds of a thrown Palette. Read more
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Palette Reference – 25 – Thrower – Part 21 – AutoFX Sample Entry
AutoFX Sample Entry 1,r=p%02_A%move1%WAIT=0.6%r=p%HatRezzer%throw1 Here we start the throwing animation that is assumed loaded into Palette named ArtistePalette_02_A. It should be allotted enough time to complete its cycle fully prior to the actual throw. In the case above, we allowed for 0.6 seconds. It should have a zero move vector (<0,0,0>). Ex: M_02_A_01,4.5,<0,0,0>,<0,0,0,1>,FrisbeeThrow,0 Along with… Read more
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Palette Reference – 24 – Thrower – Part 20 – Preparing the Rezzer
Preparing the Rezzer Since the Rezzer is attached, it needs no movement information but will serve as an anchor. Ability Moveable,off. It needs Throwable,on ability. All other abilities need to be OFF. Make the changes listed below, then reset the Palette. *palette nc Throwable,on Alpha,1000 Color,none *thrower nc AutoReturn,0 Receiver,0 /* The most important entry… Read more