Salvia Homewood
Registered User
Join date: 4 Jul 2007
Posts: 15
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05-03-2009 11:26
I've made a chest with a lid that opens. I have the lid and the hinge linked, and everything works fine, but how do I link the lid/hinge to the rest of the chest so it can be moved as one piece? I know it can be done -- I've purchased furniture that does it -- but I can't figure out how to do it.
I also made a chest with two doors that open; I gave up on making that one work and thought maybe the single lid would be easier, but I couldn't make it work either.
Any help? Thank you!
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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05-03-2009 11:41
Many builders use the Timless Linked Door script (see  ), which behaves well and is easy to install. One the door is in place and the open and closed positions are established, you can move your piece of furniture (or house, or gate ...) as much as you like.
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Prajna Vella
Registered User
Join date: 27 May 2008
Posts: 59
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05-03-2009 14:20
Is your lid one prim, Salvia? It sounds like your lid and hinge are separate. Rotating one prim, like a door or book cover is not too difficult but it will become more complicated if you are using more than one prim for the part that will move.
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Malice Exonar
Registered User
Join date: 23 Nov 2008
Posts: 2
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05-06-2009 14:04
I'm also having this issue, I have some hinged doors as well as "rotating" (illusion script) prims, all requiring there own Parent prim. How dose one "link" multiple linked groups? I'm sure I have scene it done. I must admit I'm a little bamboozled.
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VonGklugelstein Alter
Bedah Profeshinal Tekstur
Join date: 22 Dec 2007
Posts: 808
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05-07-2009 05:36
From: Malice Exonar How dose one "link" multiple linked groups? I'm sure I have scene it done. I must admit I'm a little bamboozled. you cannot link multiple linked groups that contain moving parts. I handle the situation you descriped with one of the modules from my door script set. The bottom line is that if you have a hinged moving part, the hinge has to be the root prim.. so anything you link to it will move centered on that "hinge". You basically only have a simple control issue. As far as keeping unlinked items together, I would get a object rez packaging device such as the Palen or Rez Faux. This way when you give the item to someone it will rez all in one group. Just know that upon rezzing the objects anything with a hinge will not work properly until the positioning scripts are killed by freezing or saving the build. to the OP: You could reconfigure the lid to make it a one prim - cut it and use the most basic door script you can find. Most of these are linked types that move a child prim.
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Malice Exonar
Registered User
Join date: 23 Nov 2008
Posts: 2
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05-07-2009 12:27
Thank you Von, I was thinking that might have to be the way I go. Now I know for sure! I'm still wondering how people build massive drivable ships with swinging doors and other bells and whistles and have there linked group sets stay together? I think it's magic distilled from the horn of a unicorn. Furthermore we must band together and stop this dark practice for the preservation of these animals!
Anyway off topic, serious about the interest in the cohesion of prim sets in things like tall ships that you can drive around thou.
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VonGklugelstein Alter
Bedah Profeshinal Tekstur
Join date: 22 Dec 2007
Posts: 808
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05-07-2009 12:57
From: Malice Exonar Thank you Von, I was thinking that might have to be the way I go. Now I know for sure! I'm still wondering how people build massive drivable ships with swinging doors and other bells and whistles and have there linked group sets stay together? I think it's magic distilled from the horn of a unicorn. Furthermore we must band together and stop this dark practice for the preservation of these animals!
Anyway off topic, serious about the interest in the cohesion of prim sets in things like tall ships that you can drive around thou. Anything drivable will be one Klustor of linked objects - As long as it is all linked together anything on it can move or turn( except hinged items) I don't think that magic can help. I have heard of people trying to script multiple linkset vehicles but I can only imagine that with performance issues as they are this would look like hell. These would then move as independed chunks a piece here a piece there... comical actually. All the large ( anything over 255 or so prims) boats are static.. they do not move. They are like my ex girlfriend, they just sit there and look pretty..with no pulse
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