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Will stretching in "Edit linked parts" mode ever be fixed?

Esch Snoats
Artist, Head Minion
Join date: 2 May 2006
Posts: 261
07-03-2006 13:24
This is getting aggravating. I have a large building all linked together, but I have to unlink objects in order to stretch/shrink them. If I try to stretch them while having "edit linked parts" checkmarked, they always spring back to their original position the moment I let go of the mouse. PLEASE FIX THIS! It's annoying having to unlink stuff just to be able to stretch it. Thank you!

E
Bitzer Balderdash
Dazed and Confused
Join date: 21 Dec 2005
Posts: 246
07-04-2006 02:26
the problem you are seeing is that the system _thinks_ that the final positions would not be valid for a linked object. Remember also that the maximum separation for linked prims varies with their size.

Because, for me, on mid-sized builds, stretching linked parts works fine - it only fails on very small and very large objects / prims.
Aodhan McDunnough
Gearhead
Join date: 29 Mar 2006
Posts: 1,518
07-04-2006 02:31
To answer the OP question? There's nothing to fix. Those are link limits.
Esch Snoats
Artist, Head Minion
Join date: 2 May 2006
Posts: 261
07-04-2006 10:16
What?? How is this not a bug? I'm not talking about making a 1m item and stretching it to a 10m item. I'm talking about things like having a small wall that's only 3m by 10m that I'm trying to shrink down to be 3x3. How is that going outside the bounds of linked objects? If anything that should work because it's actually going closer to within the rest of the build.

I've had this problem with small builds as well as large, small number of prims as well as large number of prims. It doesn't seem to matter.

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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
07-04-2006 12:04
Interesting... I've never heard about the possibility that this rubberbanding might be because I'm trying to violate the linking limits. The only thing is... if that's the case, how come I can unlink the whole thing, resize the prim in question, and relink it, and it links just fine?
Katier Reitveld
M2 News Manager
Join date: 13 Sep 2005
Posts: 412
07-04-2006 13:53
I'm pretty sure I read somewhere that small prims have a smaller link distance than 10m ones. So taking a 10m down to 3m could indeed take it under the link limit.
Kaiser Bogomil
Registered User
Join date: 15 Mar 2006
Posts: 20
07-04-2006 16:20
Stretching linked parts doesn't work. Its not implemented. It should be. Yeah, if it were implemented and if you stretch in one axis only you may not get the results you expect. But in _most_ cases you will. Rectangular assemblies will scale just fine. I've done it. Proportional & not. Its trivial. I find it quite appalling that it isn't implemented.
Aodhan McDunnough
Gearhead
Join date: 29 Mar 2006
Posts: 1,518
07-04-2006 16:31
I often edit linked parts and I stretch, shrink, rotate and all that. Everything behaves fine.

Can you cite an replicable condition involving 2 prims?
Bitzer Balderdash
Dazed and Confused
Join date: 21 Dec 2005
Posts: 246
07-05-2006 01:25
From: Bitzer Balderdash
the problem you are seeing is that the system _thinks_ that the final positions would not be valid for a linked object.



The key word in that comment was _thinks_ - it doesn't always get it right. More often that not, it does, but on bigger builds sometimes it doesn't.

I suspect it has something to do with how the link data is stored relative to the other prims in a link set. Which means that a delink / relink can clear it.

In my builds when I am combining two multi-prim objects (on a sub 1m scale) I regularly get a prims too far apart error, until I delink both objects and relink them as one.
Kratax Skillman
Warrior and Dragon
Join date: 30 Nov 2006
Posts: 123
12-17-2006 03:05
Also I have noticed that some linked objects do not stretch but spring back into their previous length. Unlinking and linking is required. But if users are not able to stretch linked objects, then it would be nice not to have that as an option in the first place, because it looks like a bug if you can stretch but it does not work in some cases. Beginner builders have tough time wondering what is the problem, and they think SL is bugged and they might quit building, if they are not persistent enough. Experienced builders know, that you cannot always stretch linked parts, but unlink them first and it works. But could SL unlink, stretch, and link when you are stretching linked part so that you do not have to unlink and link?

This is the same as with seams and flickering textures. Beginner builders might quit building, because there is so much things to worry about: Textures flicker (if they are not tga or such), textures flash if they are on overlapping objects, prims drift and seams flash or starts to flash white dotted color, there is only one level of grouping objects, and so and so. Experienced persistent builders can do something about these issues like select right kinds of textures, unlink and link, report bugs, build only on site, etc.
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