Ferris Wheels in Second Life

This ferris wheel was one of my first creations in Second Life that used the Linden Scripting Language. The somewhat tricky part is to keep the cars upright as the wheel spins. This takes a little basic trig, but is not too hard. This is my first YouTube production, and is mostly meant to allow me to get used to moving Second Life content into YouTube. I hope to provide video tutorials for some of my book's material. Stay tuned!

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Want to see this in Second Life? Visit it here Encogia Ferris Wheel.

Comments

no SL scripts for axles on machine cranks?

Ray_INNOVIA's picture

Hi Jeff.
love your book work...scripting recipes

Subject: Metal on Metal PHYSICS: Physical axle connections in SL don't work?

Well I know I am not the only one who is trying to do this in second life, where ample Machines are necesary.
Looking the Encogia Ferris Wheel. How does the axle carry the object link set through to the physical prim param?
I know this can be done. it must be a trick or something.

Been seeking a Linden script (even in Heaton's book) that will allow me to connect physical axles to rods in holes, i.e. cranks for large machinery. What appears to be complex is the removal of the collisions to the linked set a prims in order to roll one upon and in and of the other, cant put my finger on it...the thing explodes everywhere...lol...what fun.
Need less to say, I wish to make real simple physical machines with some mass, still keeping the gravity effects in them, and reduce the collisions to almost none, if possible...is there a way to do this in SL linden scripting language?

llSetLinkMotorParam appears to be something to use with regards to creating a solid free axle, lower friction characteristics, etc, but there are no full examples of this script in Second life wiki; it conveys only a vague idea. I wonder if someone could direct me to find out more or send me an example. Consequently, In SL removing static collisions from machinery is very important to me, if I am to keep my sainity. Rotating one prim in another physically would be true to the 3D vision of a thing, but for now, I am a bit suspended by the problem having to resort to illusory cranking methods and using pupeteer program animation is way too slow for my needs. [see SL search = Vira Tech, Steam Engine]

A script to move rotate a link set, children prims etc is simple enough, however to stop physical spin offs and breakage pass throughs because the collision offset is set too high, (there is no love between them) is still a havok4 mystery to me. Could there be a rather simple way to eliminate or reduce or even remove the collision for each prim yet keeping them by physical force in gravity?

Is something for a SL breakthough.

Sincerely,
SL avatar Ray Innovia

Ferris wheel scripting

Darwinia's picture

Was just wondering if there could possibly be a tutorial on scripting ferris wheels?

Thank you!

Darwinia

Thats a very good idea

jeffheaton's picture

I plan on creating such a tutorial, with YouTube video very soon.


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