Maxim Mistwallow
Registered User
Join date: 8 Sep 2008
Posts: 10
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09-27-2008 02:36
Hello! I'm only learning to build, and I have a question.
There appears not to be any setting which would constrain non-physical things to the floor level. When I build something I can roughly place it one the floor level of a current location, but when I take something and put it back it apeears hanging in the air. Is it OK, or am I missing something and it is still possible to somehow put objects straight on the floor?
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Casper Priestman
slightly demented
Join date: 27 Nov 2006
Posts: 144
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09-27-2008 05:12
This is normal for prims. Basically until you assign the object a property such as *physical* from the objects tab of the build box, it behaves like any free floating 3d object, it stays where you place it. If you need to have an object flush with a standing surface such as a floor, drag the object out, place it in edit, then in the object tab, check physical. When you close out of the edit box the object will drop to the surface as any RL object reacting to gravity and physics would. This isn't always a wise idea as some objects will roll or tip adding to your frustration  Normally though most objects will settle to the surface and at that point you can uncheck physical and proceed to use the position widgets to put it in it's final place.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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09-27-2008 06:43
Actually, I think the OP is referring to prim objects that are NOT set Physical, but which have one or more cut prims on the lower surface. These seem to "hover" when rezzed, because they are resting on the bounding box of the cut prims, which still extends just as far below the item as if the prim wasn't cut at all. Example: Make a chair that uses two arches for the legs on the sides. A hollowed and path-cut cylinder can make an arch easily enough, but its bounding box is still that of the uncut oval. Solution: You need to add a script to the item that detects the height it rezzed at, and adjusts the position of the chair or whatever as needed to move it to the surface it rezzed on. I wrote a script to do that a while back. Here it is: From: someone // adjust this height float adjustHeight = -0.5; // how much the position should be adjusted when the object is rezzed. (m) -
default { on_rez(integer x) { vector v = llGetPos (); v.z = v.z + adjustHeight; llSetPos(v); } } Just add this script to the item, and change the "adjustHeight" variable as needed. As shown above, it moves the item down 1/2 meter.
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Maxim Mistwallow
Registered User
Join date: 8 Sep 2008
Posts: 10
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09-27-2008 12:17
Thanks for the interesting idea! I'll give it a try.
But 'hover' seems to be the case for any prims, not only cut ones.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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09-27-2008 12:26
From: Casper Priestman If you need to have an object flush with a standing surface such as a floor, drag the object out, place it in edit, then in the object tab, check physical. When you close out of the edit box the object will drop to the surface as any RL object reacting to gravity and physics would. Actually, that will never make the objects flush. Collison lattices for prims in SL are always 5 centimeters larger than each prim is itself. So a physical object sitting on top of a floor will appear to float 5cm above the floor, not directly on it. The way to make two (non-physical) objects flush is to move them into place manually. The rulers/grids are highly useful for this. It's one of the things they're for.
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Casper Priestman
slightly demented
Join date: 27 Nov 2006
Posts: 144
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09-27-2008 22:14
Ahhh ok, thanks for the info Chosen, I hadn't realized that and the cut prims totally slipped by me Ceera, was late when I posted. Some good info here. Cheers!
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