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linking items?

Dove Randt
Sassy little B*TCH
Join date: 4 Jun 2008
Posts: 196
01-02-2010 22:17
is there some way to see what parts are linked together and ones that aren't say in a house or something...my husband wants to move our whole house (after its been in the same spot forever) and i want to make sure i move all parts together but i recently did renovations and pieces are apart all over the place. So yeah is there a command or some way to highlight none linked pieces or something to make it easier, than searching the whole house which is big, for the unlinked ones.
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Weston Graves
Werebeagle
Join date: 24 Mar 2007
Posts: 2,059
01-02-2010 22:37
You probably already know one risky way - step way back from the house, and if you have nothing else on the land try drawing a selection rectangle around it while in edit mode. Then slowly move it and if no pieces remain behind, you've got it all. If a few pieces remain, hit CTRL Z so it will snap back (you hope) and then try again.

This works better for me than trying to link and select every little prim in a big multi-prim object, but there is a risk you'll miss a couple of pieces and then it may not undo with CTRL Z if SL is acting up. Sometimes I've had to almost build a house all over again.

[ETA: This only works if the house is empty or everything in it is yours.]
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Ponsonby Low
Unregistered User
Join date: 21 May 2008
Posts: 1,893
01-02-2010 23:56
Something that works for me is to raise the house some even number of meters--for instance, add 50m to the Z Position coordinate.

Then I can easily see what's not linked, without worrying that the Control Z won't work to get the house back into its exact position (as Weston notes, Control Z is not always reliable).

As long as I can note and find those prims easily, I then subtract 50m from the Z of the house floating above, and do my linking.
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Scylla Rhiadra
Gentle is Human
Join date: 11 Oct 2008
Posts: 4,427
01-03-2010 01:33
From: Ponsonby Low
Something that works for me is to raise the house some even number of meters--for instance, add 50m to the Z Position coordinate.

Then I can easily see what's not linked, without worrying that the Control Z won't work to get the house back into its exact position (as Weston notes, Control Z is not always reliable).

As long as I can note and find those prims easily, I then subtract 50m from the Z of the house floating above, and do my linking.

I do something very similar, except I copy the Z position (using Control + C), so that I can just paste it back into the field if I need to.

I really don't trust Ctrl+Z . . . it has nearly always let me down when I needed it.
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Scylla Rhiadra
Ponsonby Low
Unregistered User
Join date: 21 May 2008
Posts: 1,893
01-03-2010 01:40
From: Scylla Rhiadra
I do something very similar, except I copy the Z position (using Control + C), so that I can just paste it back into the field if I need to.

I really don't trust Ctrl+Z . . . it has nearly always let me down when I needed it.


Yeah, I've never been clear on how Ctrl Z is coded in SL or fits with the SL coding, so I rarely even attempt using it.

(The paste idea is good.)
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
01-03-2010 03:16
I guess I go about this a little differently. I do the selection rectangle thing, then shift-click the main linked-together part--everything else is not part of that main linkset. For larger builds, of course, there can be several of these "main linksets", each needing a shift-click to get them all deselected.

Shift-click the main linkset again to reselect, then Link, to keep the same root prim for the whole linkset.

Hint: Tools /_Select Only My Objects helps if other people's stuff is scattered around that you can't link. And of course Tools/_Select By Surrounding has to be checked. Also, turn off Advanced / Limit_Select Distance, and it's easier if you turn on Advanced / Disable Camera Constraints.

In the editor, the Selected Objects count is useful to watch, too.

One annoying limitation here is that little stuff too small to rez from your viewing distance won't get selected, so I generally end up wandering around inside selecting swathes of space to see if it highlights any bits that wouldn't rez before. Those little pieces tend to be problematic for linking anyway, so I often move those separately.

Also, be wary of linking in phantom prims, lest it turn everything phantom. (There's a trick with linking in flexis, but I often have some trial-and-error with that before it works right.)

(Back when the Zindra moves were a big deal, I think Torley had some tips about moving stuff, too, if one wanted to hunt for that. Not sure if it was a video tutorial or a wiki page or what. Not sure I ever looked at it, actually. :o )
Rock Vacirca
riches to rags
Join date: 18 Oct 2006
Posts: 1,093
01-03-2010 03:52
From: Qie Niangao

One annoying limitation here is that little stuff too small to rez from your viewing distance won't get selected, so I generally end up wandering around inside selecting swathes of space to see if it highlights any bits that wouldn't rez before.


Wouldn't extending the Draw Distance then help with those small pieces?

A wonderful trick I learnt for moving large builds over large distances was to select the build, then right-click and choose WEAR. I admit it does look a little odd having an entire Palace attached to your arm, but it DOES work. You just then fly to the location you want, even across sim boundaries, and then right-click and choose DROP when you get there.

That is also a great trick for moving Rental Boxes and Rental Servers, without changing their UUID (which happens if you take them into inventory then re-rezz them at a new location.

Rock
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
01-03-2010 03:58
From: Rock Vacirca
Wouldn't extending the Draw Distance then help with those small pieces?
I'm sure it helps, but there's something funky going on with what gets on the interest list and what doesn't, depending on the size of the object. Maybe it's just that I'm seeing big stuff that's beyond the draw distance, as opposed to missing little stuff that's inside the draw distance, but somehow I'm forever missing poseballs and other smaller items that *seem* as if they're within the draw distance because the selection includes slightly larger things much, much further away.
Sling Trebuchet
Deleted User
Join date: 20 Jan 2007
Posts: 4,548
01-03-2010 04:11
From: Rock Vacirca
....
A wonderful trick I learnt for moving large builds over large distances was to select the build, then right-click and choose WEAR. I admit it does look a little odd having an entire Palace attached to your arm, but it DOES work. You just then fly to the location you want, even across sim boundaries, .................


Oooooooooooooh!
You could end up with a palace up your bum!!!
You are so brave to cross sim boundaries like that......or very kinky.
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Scylla Rhiadra
Gentle is Human
Join date: 11 Oct 2008
Posts: 4,427
01-03-2010 08:58
From: Sling Trebuchet
Oooooooooooooh!
You could end up with a palace up your bum!!!
You are so brave to cross sim boundaries like that......or very kinky.

Do these palaces have spires??? :eek:
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Scylla Rhiadra
LittleMe Jewell
...........
Join date: 8 Oct 2007
Posts: 11,319
01-03-2010 09:16
I vote for what Ponsonby said - I've done this before to not only move my home, but to find the little pieces that got missed in linking. If the build has multiple linksets, just keep repeating for each linkset until all the main parts are shifted up. For anything left, you can decided if it should be left as is, linked to some set, or deleted. If you want to link it to a set, don't forget to first put that set back in position and then do the re-linking. As Qie mentioned though, you may have to actually walk/fly around the area, if it is large, to find any dangling small prims.
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Scylla Rhiadra
Gentle is Human
Join date: 11 Oct 2008
Posts: 4,427
01-03-2010 09:23
From: LittleMe Jewell
I vote for what Ponsonby said - I've done this before to not only move my home, but to find the little pieces that got missed in linking. If the build has multiple linksets, just keep repeating for each linkset until all the main parts are shifted up. For anything left, you can decided if it should be left as is, linked to some set, or deleted. If you want to link it to a set, don't forget to first put that set back in position and then do the re-linking. As Qie mentioned though, you may have to actually walk/fly around the area, if it is large, to find any dangling small prims.

One advantage to Ponsonby's system of adding a round number -- say 20 metres -- to the Z position (rather than mine of copying and pasting the Z position), is that you could link the objects left behind in situ, and THEN change its Z position to match everything else by simply adding that round number to its position. That eliminates the problem of having to reposition the main build back where it was, and then finding the unlinked objects again to link them.
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Scylla Rhiadra
Quentin Jetcity
Registered User
Join date: 21 Sep 2007
Posts: 6
01-03-2010 09:56
i draw a selection rectangle holding the shift key, cam around.. do this from every side and from above.. (with draw distance turned up and the selection constraint turned off) gets everything...
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
01-03-2010 10:14
Use the "Hide Selected" feature (Advanced > Rendering > Hide Selected), and shift-click on each linkset. Unlinked prims will be visible then, and it is fairly easy to select the loose ones and re-link to the appropriate linksets.
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LittleMe Jewell
...........
Join date: 8 Oct 2007
Posts: 11,319
01-03-2010 10:46
From: Quentin Jetcity
i draw a selection rectangle holding the shift key, cam around.. do this from every side and from above.. (with draw distance turned up and the selection constraint turned off) gets everything...
I got the impression that the OP was not really so much as wanted to just select everything, but to actually find any pieces that were not already part of the linkset(s) to the house.
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-Lil

Why do you sit there looking like an envelope without any address on it?
~Mark Twain~

Optimism is denial, so face the facts and move on.
♥♥♥
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