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more complex heirarchy when linking

Rax Jessop
Registered User
Join date: 24 Dec 2005
Posts: 67
07-01-2006 12:27
to cut down on the amount of scripting, and the lag that running a script can cause i propose a third type of object in the hierarchy, secondary parent, a secondary parent could serve as a pivot point for child objects but still would not be the primary parent of the object. It would also make it easier to have vehicals withing vehicals, like a turret or something
Seronis Zagato
Verified Resident
Join date: 30 Aug 2005
Posts: 454
07-01-2006 16:20
A similar thing mentioned in the past would be 'soft links' similar to what is used when an avatar sits on something. They are 'linked' but are still two seperate entities. If soft links where taken a step further where a root prim of any object can link to ANY prim of another object then as the primary object moves or rotates the soft linked one will stay positioned realative to the prim its linked to.

If just that one prim moves or rotates same thing happens. This would allow for a car 'door' to be a fully primed out object. For highly detailed wheels that are just softlinked to the rotating axis. Would allow for scripted controls for better designed Mechs and robots of all types with true joints.

Could even add a couple extra link_message types

LINK_CHILD_SET
LINK_CHILD_ROOT

so that a given prim would be able to send a message to a prim that is soft linked.

LINK_PARENT
LINK_PARENT_ROOT

to send a message from a child to its directly connected prim, or to the root of the object.

*sighs and dreams*
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