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T-Connector

Aztral Aeon
Registered User
Join date: 22 Dec 2007
Posts: 34
12-26-2008 19:13
Hiyaz All.

I'm building vehicle but I need a hollow, T-connector prim (or as few prims as possible).

What I have is a main tube, then at the back 2 more tubes at 90deg. to the first and separated by the width of the main tube. All that's missing is a T-connector.

Anyone know how make such a prim? Needs to have 3 holes, one hole 90degrees to other 2 and all large enough to walk through. Or....I seem to recall somewhere a graphic showing all the possible shapes that could be made using standard prims.


Thankz!
~Az
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
12-26-2008 23:01
Prims can have, at most, one hole in them, and it has to be on the Z-axis of the prim, and all the way through.

What shape do these "tubes" need to be? Do they need to be seamless on the inside was well as on the outside, so someone in that space that is "large enough to walk through" looks right from the inside?

SL Prims are really bad for making what in reality are some pretty essential shapes, like typical plumbing fittings that meet in a T, or other configurations. We just don't have the ability to cut away parts of the prims the way we would need to, so we can make such shapes as a T connetion of two round tubes, that meet smoothly where the tubes intersect on both inside and outside.

My initial thought is that you'll either need a LOT of prims, or you'll need to use sculpted prims, to come close to what you have in mind. But no one can answer your question more fully without more information on the shapes that you are trying to join into this "t-connector".
_____________________
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.
Aztral Aeon
Registered User
Join date: 22 Dec 2007
Posts: 34
12-26-2008 23:40
Thankz.

I finally kinda got it. Took 3 pieces. First one is easy...half a cylinder to join the 2 90degree tubes at the back.

The next pieces are up/down mirror images of each and took alot of fiddling with params...both are half cyclinders. The top piece has -.1 x taper, 1.0 y taper, then a Y shear of -.40.

Anyway, the result isn't 100% what I looking for. There's a slight seam mismatch, and on the inside, the hole you walk thru is kinda a sideways pizza slice....but it works. Yay!
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
12-27-2008 06:19
Cool. Glad you found an acceptable solution for your situation. That is often one of the biggest challenges in building anything complex in SL - How to do it while working within the limitations of the media.
_____________________
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.