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[BUG-230355] (Scripting) Particle system: target + offset #8055

Open sl-service-account opened 3 years ago

sl-service-account commented 3 years ago

How would you like the feature to work?

I would like to see particles be able to move to either:

Why is this feature important to you? How would it benefit the community?

Many people are quite tired of particles hitting avatars in the crotch, or prims in their geometric center. The current workaround is to rez a "target prim" which moves with the target + the offset. But that cannot always be done or is not practical.

There are many applications to letting us define an offset to where the particles move. Examples would be:

Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-230355 | | Summary | (Scripting) Particle system: target + offset | | Type | New Feature Request | | Priority | Unset | | Status | Accepted | | Resolution | Accepted | | Labels | rendering, scripting | | Reporter | Fenchurch Oh (fenchurch.oh) | | Created at | 2021-03-04T21:50:33Z | | Updated at | 2021-03-10T18:44:49Z | ``` { 'Build Id': 'unset', 'Business Unit': ['Platform'], 'Date of First Response': '2021-03-07T01:25:41.883-0600', 'How would you like the feature to work?': 'I would like to see particles be able to move to either:\r\n* region coordinates, or\r\n* target UUID + offset vector.\r\n\r\n', 'Original Reporter': 'Fenchurch Oh (fenchurch.oh)', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'Target Viewer Version': 'viewer-development', 'Why is this feature important to you? How would it benefit the community?': 'Many people are quite tired of particles hitting avatars in the crotch, or prims in their geometric center.\r\nThe current workaround is to rez a "target prim" which moves with the target + the offset. But that cannot always be done or is not practical.\r\n\r\nThere are many applications to letting us define an offset to where the particles move. Examples would be:\r\n* Weapons: Bullets hitting where they are aimed at\r\n* Leashes being attached to where they should be\r\n* Tow ropes being attached properly\r\n...\r\n', } ```
sl-service-account commented 3 years ago

Lucia Nightfire commented at 2021-03-07T07:25:42Z

Local position offsets would better benefit object targets not agent targets.

Here's my idea for what would be better in regards to agent targets:

Since particle emission from attachments requires an attach point as origin, it would be logical to assume that PSYS_SRC_TARGET_KEY would benefit from an another/piggyback input parameter that allows specifying an attach point for particles to target such as PSYS_SRC_TARGET_ATTACH_POINT.

If this parameter is set with one of the valid 1 - 55 attach point integer values (excluding HUDs) then particles will flow to/follow/target that attach point if target key is an agent's.

This would allow leashes/ropes/chains to be tethered from any kind of dynamic/static source to any visible body part, like necks, waists, arms, legs, wrists, ankles, tails, wings, groins >> without requiring the target to wear prim(s) at any/each of those locations.

This would work far more desirably than a local position offsets which would not follow those limbs correctly at all during animations.

Secondly, local positions are still desirable for actual objects so a PSYS_SRC_TARGET_LOCAL_POSITION input parameter would be needed.

This uses local position referencing the target's rotation. A user can do a local to global calculation if they want the offset to be visibly global.

Could this be used with PSYS_SRC_TARGET_KEY & PSYS_SRC_TARGET_ATTACH_POINT to follow an attach point at an offset? Maybe.

Thirdly, being able to do targetless linear and non-linear particle trajectory using a global position is also desirable in some applications.

This could use a PSYS_SRC_TARGET_REGION_POSITION input parameter. This parameter, if used, will override PSYS_SRC_TARGET_KEY if it is also used.

 

sl-service-account commented 3 years ago

Pazako Karu commented at 2021-03-07T08:29:49Z

While were at it, can we have particles in rigged objects emitted from their prim centroid, not the attachment point (which thanks to rigging is irrelevant half of the time). Using tiny prims to force an offset (which cannot follow any bento bones) is a waste of prims and complexity.