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Prims with Joints (and Physics) in OpenSim

December 2, 2008 6:30 pm

Although ‘physics’ in general isn’t what we’re used to in Second Life yet, this looks like an incredibly neat ‘under construction and alpha or beta we’re working on it still not even sure we’ll ever use it’ patch by 3Di (read also region splitting on OpenSim): ‘OpenSim Physics With Joints’.

“Experimental testbed for investigating joints with physics (ODE physics). This will allow wheeled vehicles, ragdolls, and mechanical/robotic assemblies to be interactively built within the standard viewer and controllable through scripting. This project is unstable and will likely change drastically as development progresses.”

Do you think Moterati, Fiat & the like might return ‘full force’ if we can have real looking crash test dummies? ;) My favourite moment is “Arise!” though. Imagine a legion of the unused, buried-in-inventory plywood prims! ;)


(YouTube Vid)

Hat Tip to Ak Yip who seems to be on top of everything nowadays and constantly makes me wish I’d have the powers to read Japanese.

5 Responses to “Prims with Joints (and Physics) in OpenSim”

ak Yip wrote a comment on December 2, 2008
MyAvatars 0.2

I’d have the powers to write English;P

JoshMiller wrote a comment on December 2, 2008
MyAvatars 0.2

This is something I have wanted since I first started building in Second Life. I certainly hope we get this sort of thing eventually.

You’re basically talking about joining two prims via a point as opposed to “rigidly joined by magic”.

For what it’s worth, I’d also love to see a slight revamp/update to the clothes system so clothes are not just painted on. This would allow say, coats and shirts that hang loose below the waist and, something almost pointless that has always bugged me, the ability for shirts to “stretch between boobs”. Women’s fashions sometimes come off as odd since the tops always follow all of the curves of the body. Sure you can fake some of this with flex prims but it’s just not the same and it’s heavily dependent on AV size.

I’m going on too much of a tangent now…

Dale Innis wrote a comment on December 2, 2008
MyAvatars 0.2

There were joints in SL back in the Dark Ages, but they were removed as crufty (see http://wiki.secondlife.com/wiki/Joint ). It would be wonderful to have a working version of them. And a working physics engine in general. :)

Making clothing drape nicely is really hard! I do wonder what kind of non-CPU-killing approximations of it one might do though…

JoshMiller wrote a comment on December 2, 2008
MyAvatars 0.2

I’d be happy with some sort of drape to shirts and coats to start with. Who wears a T-shirt tucked perfectly in to their pants?

I’ve seen plenty “Flexi skirts” so something is almost possible but like I mentioned, it’s dependant on AV size generally, a really fat or skinny AV will look funny since it won’t be large/small enough at the edge/waist.

That sucks that they removed joints. I’ve had several ideas that i suddenly ealized i could not build to to the lack of proper joints.

HellSpawneD Xingjian wrote a comment on December 3, 2008
MyAvatars 0.2

I remember playing with the very buggy and unstable ‘Joint’ option back in 2005 and was quite disappointed when it was removed.
It worked no where near as good as your demo above though, very exciting stuff ^^ I hope this project makes to it a release!

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