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	<title>Comments for InWorldz Tech Blog</title>
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	<description>What goes on behind the scenes</description>
	<lastBuildDate>Mon, 28 Jan 2013 16:18:02 +0000</lastBuildDate>
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		<title>Comment on Non-Physical Land Racer on Phlox by Thomas SilverWood</title>
		<link>http://inworldztech.com/techblog/2011/07/26/non-physical-land-racer-on-phlox/#comment-5616</link>
		<dc:creator>Thomas SilverWood</dc:creator>
		<pubDate>Mon, 28 Jan 2013 16:18:02 +0000</pubDate>
		<guid isPermaLink="false">http://inworldztech.com/techblog/?p=124#comment-5616</guid>
		<description><![CDATA[the spelling is correct on the email acct. I want to bring in a vendor which I hold in Sl can you help me in finding out how it is done. I have seen some business from SL here and I think its a good thing to help InWorld to get better known. Thanks for your time. I hope to hear from you.

Thomas SilverWood]]></description>
		<content:encoded><![CDATA[<p>the spelling is correct on the email acct. I want to bring in a vendor which I hold in Sl can you help me in finding out how it is done. I have seen some business from SL here and I think its a good thing to help InWorld to get better known. Thanks for your time. I hope to hear from you.</p>
<p>Thomas SilverWood</p>
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		<title>Comment on Vehicles and Physical Objects in PhysX by Colin Macbeth</title>
		<link>http://inworldztech.com/techblog/2012/11/19/vehicles-and-physical-objects-in-physx/#comment-5507</link>
		<dc:creator>Colin Macbeth</dc:creator>
		<pubDate>Thu, 10 Jan 2013 00:41:07 +0000</pubDate>
		<guid isPermaLink="false">http://inworldztech.com/techblog/?p=164#comment-5507</guid>
		<description><![CDATA[Oh boy! Vehicles, here I come! I have a dirigible I started making in SL under the old 32-# avatars rules, which needs to be finished, and a more recent futuristic one-wheeled motorcycle which I want to &#039;port over as well. *rubs hands with glee*]]></description>
		<content:encoded><![CDATA[<p>Oh boy! Vehicles, here I come! I have a dirigible I started making in SL under the old 32-# avatars rules, which needs to be finished, and a more recent futuristic one-wheeled motorcycle which I want to &#8216;port over as well. *rubs hands with glee*</p>
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		<title>Comment on Vehicles and Physical Objects in PhysX by soror Nishi</title>
		<link>http://inworldztech.com/techblog/2012/11/19/vehicles-and-physical-objects-in-physx/#comment-5472</link>
		<dc:creator>soror Nishi</dc:creator>
		<pubDate>Wed, 02 Jan 2013 16:20:39 +0000</pubDate>
		<guid isPermaLink="false">http://inworldztech.com/techblog/?p=164#comment-5472</guid>
		<description><![CDATA[Thanks for this.
I am no maths expert either, but the important thing is that I do understand the concept. That means, for me... k.i.s.s. .. keep it simple, stupid. 
I will be making physical objects and I&#039;ll start with very simple ones. As my understanding grows I will venture further.
Excellent article, again, thanks.]]></description>
		<content:encoded><![CDATA[<p>Thanks for this.<br />
I am no maths expert either, but the important thing is that I do understand the concept. That means, for me&#8230; k.i.s.s. .. keep it simple, stupid.<br />
I will be making physical objects and I&#8217;ll start with very simple ones. As my understanding grows I will venture further.<br />
Excellent article, again, thanks.</p>
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		<title>Comment on Vehicles and Physical Objects in PhysX by Yichard</title>
		<link>http://inworldztech.com/techblog/2012/11/19/vehicles-and-physical-objects-in-physx/#comment-5353</link>
		<dc:creator>Yichard</dc:creator>
		<pubDate>Thu, 29 Nov 2012 12:33:03 +0000</pubDate>
		<guid isPermaLink="false">http://inworldztech.com/techblog/?p=164#comment-5353</guid>
		<description><![CDATA[&quot;Planning Explicit Shapes&quot; can be done with other viewers, for instance Firestorm.
With this, we can select prim per prim if it has a physical shape or not, into the overall physical object. This is equivalent to making these prims non-physical, and it can save a lot oh hulls.

Go in &quot;edit linked&quot; mode, in the &quot;feature&quot; thumbnail, and select &quot;Physics Shape type&quot; to none (or prim, or hull, I suppose a prim may have several hulls) 

I opened the Mantis 0001735 to request to have this implemented in the Inworldz viewer. This viewer will need updates anyway, at the occasion of implementing meshes.]]></description>
		<content:encoded><![CDATA[<p>&#8220;Planning Explicit Shapes&#8221; can be done with other viewers, for instance Firestorm.<br />
With this, we can select prim per prim if it has a physical shape or not, into the overall physical object. This is equivalent to making these prims non-physical, and it can save a lot oh hulls.</p>
<p>Go in &#8220;edit linked&#8221; mode, in the &#8220;feature&#8221; thumbnail, and select &#8220;Physics Shape type&#8221; to none (or prim, or hull, I suppose a prim may have several hulls) </p>
<p>I opened the Mantis 0001735 to request to have this implemented in the Inworldz viewer. This viewer will need updates anyway, at the occasion of implementing meshes.</p>
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		<title>Comment on Vehicles and Physical Objects in PhysX by Balpien Hammerer</title>
		<link>http://inworldztech.com/techblog/2012/11/19/vehicles-and-physical-objects-in-physx/#comment-5287</link>
		<dc:creator>Balpien Hammerer</dc:creator>
		<pubDate>Wed, 21 Nov 2012 13:35:09 +0000</pubDate>
		<guid isPermaLink="false">http://inworldztech.com/techblog/?p=164#comment-5287</guid>
		<description><![CDATA[Siwan, the overall answer is that it you piece together a vehicle with prims, you will find that after a certain number of them you will not be able to make that vehicle physical because it will be too complex. The maximum number of prims for any vehicle design depends on how complex they are (simple ones are less costly, twisty ones are more costly). If you want to still make complex vehicles, you can but it requires some planning to figure out which prims you want to be physical and which other you want to be phantom or simplified.

BTW, my elven boat I used in the example has a cost of 186 (out of a max of 256), so unaltered it can be made physical. I lowered the cost to 30 by telling the system to treat the pretty curly cues as blobs. They still look the same but if you walk into them they act kinda like spheres. That simplification meant that I could add many more prims to increase the realism of the boat.]]></description>
		<content:encoded><![CDATA[<p>Siwan, the overall answer is that it you piece together a vehicle with prims, you will find that after a certain number of them you will not be able to make that vehicle physical because it will be too complex. The maximum number of prims for any vehicle design depends on how complex they are (simple ones are less costly, twisty ones are more costly). If you want to still make complex vehicles, you can but it requires some planning to figure out which prims you want to be physical and which other you want to be phantom or simplified.</p>
<p>BTW, my elven boat I used in the example has a cost of 186 (out of a max of 256), so unaltered it can be made physical. I lowered the cost to 30 by telling the system to treat the pretty curly cues as blobs. They still look the same but if you walk into them they act kinda like spheres. That simplification meant that I could add many more prims to increase the realism of the boat.</p>
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		<title>Comment on Vehicles and Physical Objects in PhysX by Siwan</title>
		<link>http://inworldztech.com/techblog/2012/11/19/vehicles-and-physical-objects-in-physx/#comment-5286</link>
		<dc:creator>Siwan</dc:creator>
		<pubDate>Wed, 21 Nov 2012 12:47:31 +0000</pubDate>
		<guid isPermaLink="false">http://inworldztech.com/techblog/?p=164#comment-5286</guid>
		<description><![CDATA[I&#039;m totally befuddled by all of this, but then I&#039;m not much of a builder ... and not being able to figure out how to make sculpties in the first place is a big part of the reason why. So to simplify, Balpien, are you saying builders of ships, for example, won&#039;t be able to add detailing like lines and sails and the curly cues like you have on your elven boat? I think I would prefer to keep the drivable versions we have now if that&#039;s the case. I know a lot of people for whom realistic-looking ships is part of the enjoyment of sailing.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m totally befuddled by all of this, but then I&#8217;m not much of a builder &#8230; and not being able to figure out how to make sculpties in the first place is a big part of the reason why. So to simplify, Balpien, are you saying builders of ships, for example, won&#8217;t be able to add detailing like lines and sails and the curly cues like you have on your elven boat? I think I would prefer to keep the drivable versions we have now if that&#8217;s the case. I know a lot of people for whom realistic-looking ships is part of the enjoyment of sailing.</p>
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		<title>Comment on Vehicles and Physical Objects in PhysX by Balpien Hammerer</title>
		<link>http://inworldztech.com/techblog/2012/11/19/vehicles-and-physical-objects-in-physx/#comment-5274</link>
		<dc:creator>Balpien Hammerer</dc:creator>
		<pubDate>Tue, 20 Nov 2012 10:18:59 +0000</pubDate>
		<guid isPermaLink="false">http://inworldztech.com/techblog/?p=164#comment-5274</guid>
		<description><![CDATA[Sue, I think you are referring to avatar physics also known as jiggle physics. That effect is entirely viewer generated and has nothing in common with object physics. Some viewers implemented it. I recall the phoenix viewer did, and SL&#039;s viewer 2 and 3 also implemented it, though it is not compatible with the Phoenix viewer&#039;s implementation (meaning it behaves differently between those viewers).]]></description>
		<content:encoded><![CDATA[<p>Sue, I think you are referring to avatar physics also known as jiggle physics. That effect is entirely viewer generated and has nothing in common with object physics. Some viewers implemented it. I recall the phoenix viewer did, and SL&#8217;s viewer 2 and 3 also implemented it, though it is not compatible with the Phoenix viewer&#8217;s implementation (meaning it behaves differently between those viewers).</p>
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		<title>Comment on Vehicles and Physical Objects in PhysX by joseph dhnl</title>
		<link>http://inworldztech.com/techblog/2012/11/19/vehicles-and-physical-objects-in-physx/#comment-5264</link>
		<dc:creator>joseph dhnl</dc:creator>
		<pubDate>Mon, 19 Nov 2012 21:13:05 +0000</pubDate>
		<guid isPermaLink="false">http://inworldztech.com/techblog/?p=164#comment-5264</guid>
		<description><![CDATA[I do not have a master degree in math.  &quot;left by the wayside&quot; in other words.  its just the way things are, but very disagreeable and not one moment of fun involved.]]></description>
		<content:encoded><![CDATA[<p>I do not have a master degree in math.  &#8220;left by the wayside&#8221; in other words.  its just the way things are, but very disagreeable and not one moment of fun involved.</p>
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		<title>Comment on Vehicles and Physical Objects in PhysX by sue</title>
		<link>http://inworldztech.com/techblog/2012/11/19/vehicles-and-physical-objects-in-physx/#comment-5263</link>
		<dc:creator>sue</dc:creator>
		<pubDate>Mon, 19 Nov 2012 20:43:14 +0000</pubDate>
		<guid isPermaLink="false">http://inworldztech.com/techblog/?p=164#comment-5263</guid>
		<description><![CDATA[now can we do the bounce butt etc on the av]]></description>
		<content:encoded><![CDATA[<p>now can we do the bounce butt etc on the av</p>
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		<title>Comment on InWorldz PhysX physics goes beta by Syn Short</title>
		<link>http://inworldztech.com/techblog/2012/08/18/inworldz-physx-physics-goes-beta/#comment-2693</link>
		<dc:creator>Syn Short</dc:creator>
		<pubDate>Mon, 24 Sep 2012 23:13:06 +0000</pubDate>
		<guid isPermaLink="false">http://inworldztech.com/techblog/?p=154#comment-2693</guid>
		<description><![CDATA[Noticed on my sim that my feet sink into the floor in various parts.  I am new here, so if this is normal, please disregard.  As i walk around the room, my AV will rise and fall depending on whatever invisible level the floor decides to be.  

The prims are tapered with Y axis facing up and Z axis horizontal.]]></description>
		<content:encoded><![CDATA[<p>Noticed on my sim that my feet sink into the floor in various parts.  I am new here, so if this is normal, please disregard.  As i walk around the room, my AV will rise and fall depending on whatever invisible level the floor decides to be.  </p>
<p>The prims are tapered with Y axis facing up and Z axis horizontal.</p>
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