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Stretch object from center... or one end?

Carlyle Chaparral
Registered User
Join date: 17 Aug 2006
Posts: 13
02-22-2008 07:59
Help... Seems like one of my accounts, when I stretch an object larger, it expands in two directions from the center. In my other account, it expands from one end in one direction.

How can I control this? (I've looked for the answer, honest LOL)

THANKS
Dekka Raymaker
thinking very hard
Join date: 4 Feb 2007
Posts: 3,898
02-22-2008 08:00
in the edit window (cmd 3) at the top there are the little tick boxes, one is for stretching both ends, deselect it, right hand side as you are looking at the screen
Liznwiz Wei
Registered User
Join date: 9 Dec 2006
Posts: 69
02-22-2008 08:02
Make sure in the edit box that there is no tick in the box that says Stretch Both Sides. Its on the right hand side of the edit box towards the top
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Lana Tomba
Cheap,Fast or Good Pick 1
Join date: 5 Aug 2004
Posts: 746
02-22-2008 08:08
I love stretching from one end..really helps with making prims fit those odd spaces :)

~Lana Tomba
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Dekka Raymaker
thinking very hard
Join date: 4 Feb 2007
Posts: 3,898
02-22-2008 08:10
From: Lana Tomba
I love stretching from one end..really helps with making prims fit those odd spaces :)

~Lana Tomba

it helps in RL with those stubborn tight pants too :)
Yosef Okelly
Mostly Harmless
Join date: 26 Aug 2007
Posts: 2,692
02-22-2008 08:15
[X] Stretch Both Sides

When you start building, you will be toggeling this on and off depending on what you are doing.
Kahiro Watanabe
Registered User
Join date: 28 Sep 2007
Posts: 572
02-22-2008 09:20
From: Lana Tomba
I love stretching from one end..really helps with making prims fit those odd spaces :)

~Lana Tomba


I would not recommend that. As I wouldn't recommend to use the colored rgb boxes to change prim's size. They lack of acurracy, instead the Three 'size' boxes (XYZ) are precise. If you want to make a prim fit it's better to use math.

And I read that two objects colliding generates lag. So that's another reason for using maths and the size boxes.
Lana Tomba
Cheap,Fast or Good Pick 1
Join date: 5 Aug 2004
Posts: 746
02-22-2008 09:31
i know it sounds lame but i can usually free hand within .005 meters of the exact size so going back to fix a pesky overlapping seam or .005 crack isn't too difficult.
The alternative is yes..subtracting sizes from whatever the total span is and then making a prim the size of the answer while selecting that and wanding on the current anchor prim.

For as many colliding prims that I'm not able to fix..even with math :rolleyes: i view building a tad bit like painting....yes I'm sure that an occasional seam appears..but thats not my focus. ;)

~Lana Tomba
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Annabelle Babii
Unholier than thou
Join date: 2 Jun 2007
Posts: 1,797
02-22-2008 10:51
From: Kahiro Watanabe

And I read that two objects colliding generates lag. So that's another reason for using maths and the size boxes.


collisions between physical objects - not prim overlap - can cause lag.

Of course, avatars count as physical objects for the purposes of collision tracking.
Weston Graves
Werebeagle
Join date: 24 Mar 2007
Posts: 2,059
02-22-2008 14:05
From: Lana Tomba
i know it sounds lame but i can usually free hand within .005 meters of the exact size so going back to fix a pesky overlapping seam or .005 crack isn't too difficult.
The alternative is yes..subtracting sizes from whatever the total span is and then making a prim the size of the answer while selecting that and wanding on the current anchor prim.

For as many colliding prims that I'm not able to fix..even with math :rolleyes: i view building a tad bit like painting....yes I'm sure that an occasional seam appears..but thats not my focus. ;)

~Lana Tomba



Yep. I think different people have different approaches. Doing the math is very accurate, but I like the feel of making it up as I go, and stretching one side to fit is a whole lot faster for me. The downside is, I usually still have to do the math when I want to line up textures, but by then the burst of creativity has run its course.

I guess it depends on what you're building.