Piggie Paule
Registered User
Join date: 22 Jul 2008
Posts: 675
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02-25-2009 02:21
A very easy one  Never done jewelry before: Say I make a simple arm band (cylinder with some design on it) At this point (apart from size) it could just as easy be a paddling pool than an arm band  I thin attach it to my wrist and stretch it about a bit to fibe tune the size and position. I then remove it from my wrist, and the item is back in my Inventory. If I now give this item to someone else, and they "Just" select "WEAR" form the menu, whill the item magically know that it supposed to be on their wrist? or do I have to set something up another way to define it's default location on another avatar? Thanks.
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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02-25-2009 02:52
From: Piggie Paule If I now give this item to someone else, and they "Just" zelect "WEAR" from the menu, will the item magically know that it supposed to be on their wrist? Yes, not magically though ("attachment configuration" is stored in the object 
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Piggie Paule
Registered User
Join date: 22 Jul 2008
Posts: 675
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02-25-2009 03:37
From: Gaia Clary Yes, not magically though ("attachment configuration" is stored in the object  Many thanks for the quick reply. So, just the fact that I once placed it into location on my avatar then "took it off" again, means it now knows where to go back next time without being directed. Cool 
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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02-25-2009 06:10
Same with any attachment. If I or my customers had to worry each time they put on a skirt that it might end up on their head, SL would be a nightmare. Attachments, once defined, remain defined until you change their location deliberately.
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Seshat Czeret
Registered User
Join date: 26 May 2008
Posts: 152
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02-25-2009 18:43
One tip with jewelry. When you're about to make it for sale, position body jewelry forward of the body somewhat - so that people who are larger than you don't have to try to find something inside their bodies!
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My blog: http://seshat-czeret.blogspot.com/ My shop: http://slurl.com/secondlife/Achlya/199/185/102
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Kesseret Steeplechase
Registered User
Join date: 12 Nov 2006
Posts: 89
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02-26-2009 20:11
and just an extra tip. The attachment properties are stored in the root prim (the yellow prim in a linked object). If you change root prim then you will have to specify where you want the object to attach. Also I try to keep my root prim <0,0,0> rotation. Why? Because it's easier for the wearer to adjust. That's just a tip and doesn't have to be done. You can IM me inworld if you have any other questions or questions about what I said. Good Luck!! 
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Piggie Paule
Registered User
Join date: 22 Jul 2008
Posts: 675
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03-01-2009 05:51
From: Kesseret Steeplechase and just an extra tip. The attachment properties are stored in the root prim (the yellow prim in a linked object). If you change root prim then you will have to specify where you want the object to attach. Also I try to keep my root prim <0,0,0> rotation. Why? Because it's easier for the wearer to adjust. That's just a tip and doesn't have to be done. You can IM me inworld if you have any other questions or questions about what I said. Good Luck!!  Thanks. I'm just doing to have a bit of an experiment as not worked small before 
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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03-01-2009 07:56
Another trick with attachments: If it isn't convenient to keep one of the visible prims as the root prim and keep it at <0,0,0> rotation, add one more invisible prim and have that be your <0,0,0> rotation root prim. Most hair designers do that, placing a small cube prim at the geometric center of the skull (the skull attachment point's true position). Makes reattaching it there much easier, if for some reason it accidentally gets attached somewhere else. This is especialy useful on rings, bracelets, ankle bangles and other jewelry that people may want to switch from the right side to the left and back.
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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