How did you animate the entity? I ask because applying translation or rotation to an entity (moving side to side or spinning) is supposed to also adjust the physics shape. If it does not do that then that’s a huge bug. Or, it is a missing but seriously required standard part of interface.
That is why I was asking how you were doing the movement. Since you mentioned ‘frame 0’ I am guessing you are not writing a script that sets the velocity to move it. Is this a lift (elevator) you are trying to build?
Indeed, if you are using the animation URL, that’s a key-frame pseudo movement method. Physics shape is not affected. It reminds me of how animations in SL are implemented for avatars - they appear to move but their physics shape remains anchored in one spot. I always considered this a bug.
Judas, the reason it snaps back to the bottom is because that is where the collision hull is located. It is telling you that the key frame based animation is illusory. This is exactly the same behavior as the legacy animation system in SL. I’ll ask this question again of the devs: Devs, is key frame animation intended to implemented so that the movement does not include translation/rotating the physics shape? In other words, is this a bug, or is this a feature?
Maybe you could fake it till they make it and (at least for now) just have your lift carry its riders on an FBX joint?
Think… @Triplelexx’s chair – except instead of seating people, you’d momentarily glue them onto your Blender-manged animation sequence.
Some scripting would be needed, but probably less than fluxwarpocore vogon. Like an invisible Zone entity could detect and attached/detached people accordingly:
// on enterEntity:
// on leaveEntity:
//(reset the above -- entityID of null and jointIndex of -1 seem to work)
I can’t speak yet to using this approach for conventional lifts, but it seems to work pretty well for one inspired by diamagnetic levitation (https://youtu.be/mOt-rYBu0gg):