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llTargetOmega

function
Function syntax
llTargetOmega(
  1. vector axis,// Local axis vector around which the object rotates.
  2. float spinrate,// Rotation rate multiplier in radians per second.
  3. float gain// A float modulating the rotational strength (disables the rotation if set to 0.0).
);
Energy
10

Applies a smooth client-side rotation around the local axis at a rate equal to spinrate multiplied by the magnitude of axis (in radians per second) with a force defined by gain. Set spinrate to 0.0 to cancel.

Rotates the object/prim around axis at a rate of spinrate * llVecMag(axis) in radians per second with strength gain.

How to use
llTargetOmega(ZERO_VECTOR, 0.0, 0.0);
  • If the object is physical and the script is attached to the root prim, then the physical representation is updated regularly. The rotation experienced by the user can be detected or queried by script.
  • If the object is physical and the script attached to the root prim, the axis of rotation is given by the parameter axis and contains the center of mass llGetCenterOfMass. The axis parameter gives the direction of the axis of rotation. If the center of the object is not the center of mass, the center of the object “orbits” around the center of mass.
  • If the object is physical and the script attached to a child prim: the same, but it’s the center of mass of the child prim which will be used.
  • If the object is not physical or the script is attached to a child prim, then the effect is entirely client-side. Only a script within the object itself can detect this by reading the PRIM_OMEGA parameters.
  • If the object is not physical and the script is attached to a root prim, the axis of rotation is given by the parameter axis and contains the center of the object (center of root prim).
  • If the object is not physical and the script is attached to a child prim: the same, but in this case, it will use the center of the child prim.
  • If the script is attached to the root prim, the entire object rotates around the region axis.
  • If the object is attached, then it rotates around the attachment axis.
  • If the script is attached to a child prim, the prim rotates around the local axis.
  • A child prim can rotate around its own axis while the entire object rotates around another axis.
  • If the object is not physical, then the rotation is only a client side effect, and it will collide as non-moving geometry.
  • If the function does not appear to be working, make sure that that Advanced > Network > Velocity Interpolate Objects (viewer 1.x) or Develop > Network > Velocity Interpolate Objects (viewer 2.x) is enabled.
  • As of server version 2025-09-03.17442317385, this prim property is maintained when copying in-world.
Example 1
//rotates the x axis once per second,
// rotates the y axis 3 times per second,
// rotates the z axis once every two seconds.
// combined the rate is about 3.20156 revolutions per second
llTargetOmega(<1.0,3.0,0.5>,TWO_PI,1.0);
Example 2
//Rotates very slowly around a sphere's local X axis .... Good for making a globe that rotates around a tilted axis
default
{
state_entry()
{
llTargetOmega(<1.0,0.0,0.0>*llGetRot(),0.1,0.01);
}
}
Example 3
//Rotates very slowly around a cylinder's local or global Z axis
// .... Good for making a propeller that rotates regardless of initial orientation.
default
{
state_entry()
{
llTargetOmega(llRot2Up(llGetLocalRot()), PI, 1.0);
}
}
Example 4
//To make an object return to its initial rotation when target omega stops, first make the object
// rotate both client side and server side. Then, when you stop llTargetOmega, reset server side rotation.
// Here's one way to do it.
8 collapsed lines
integer iOn;
integer iStep;
default
{
touch_start(integer total_number)
{
iOn = !iOn;
if (iOn)
{
llTargetOmega(<0.0,0.0,1.0>, PI/8, 1.0); // Start rotating client side with llTargetOmega
llSetTimerEvent(1.0); //Start timer to rotate server side
}
else
{
llTargetOmega(<0.0,0.0,1.0>, 0.0, 0.0); //Stop client side rotation
llSetTimerEvent(0.0); //Stop timer and thus server side rotation
llSetRot(ZERO_ROTATION); //Set server side rotation to <0.0,0.0,0.0>
iStep = 0;
}
}
timer()
{
llSetRot(llAxisAngle2Rot(<0.0,0.0,1.0> ,++iStep *PI/8)); // Rotate at the same speed as llTargetOmega
}
}
  • Use llVecNorm on axis so that spinrate actually represents the rate of rotation.
  • Set the gain to zero to disable and remove the rotation behavior, e.g. llTargetOmega(ZERO_VECTOR, 0, 0);
  • When rotating stops, the object will keep its final orientation, which is only a client side effect. The final orientation observed by other viewers will be different, and new viewers (after omega has been stopped) will see the object in its real (pre-omega) orientation.
  • A spinrate of 0 with a non-zero gain causes the object to try to stop all spin, rather than simply clearing a previous llTargetOmega() call.
  • If there are other forces applied to a prim together with llTargetOmega() (like using llSetForce to make the object float), use llTargetOmega(-llGetOmega(), 0., 1.) to cancel spin. Note that the gain must be non-zero, but not necessarily 1.

Added in SL 0.2.0

From the issue templates included by the wiki article:

  • SVC-4897 (nf): llSetSyncTime() - a function for synchronising client side effects
Original wiki source

Some wiki templates and tables need their original context. View this article on the Second Life Wiki. Technical wording and examples are retained from the source; historical guidance may differ from current behavior.