gts_vehicle_making
Différences
Ci-dessous, les différences entre deux révisions de la page.
| Les deux révisions précédentesRévision précédente | |||
| gts_vehicle_making [2023/08/17 14:51] – admin | gts_vehicle_making [2023/08/19 21:23] (Version actuelle) – admin | ||
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| Ligne 17: | Ligne 17: | ||
| Link order is important to make sure our engine prim will be the root (prim #1) rez your object aligned with the engine. edit object, shift click engine and link. | Link order is important to make sure our engine prim will be the root (prim #1) rez your object aligned with the engine. edit object, shift click engine and link. | ||
| - | Physical motion we use can only move objects of max 32 prims . but each seated avatar counts for a prim. so if you plan 4 seaters final object must be less than 28, engine included. | + | Physical motion we use can only move objects of max 32 [[https:// |
| If needed you will add copies of scripts [AV]sitA and [AV]sitB. every seater must have a pair of those scripts. | If needed you will add copies of scripts [AV]sitA and [AV]sitB. every seater must have a pair of those scripts. | ||
gts_vehicle_making.1692276702.txt.gz · Dernière modification : de admin
