Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
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10-16-2005 11:25
From my bug report: From: someone I'm glad I caught this when I did, though I wish I'd bothered to check sooner. I just looked at my popular Zephyr Chimes physical windchimes in Preview, and discovered to my horror that the chime elements are no longer rezzing in the right places. I'm aware that the functionality of llRezAtRoot was changed recently, so I suspect this is what broke it. The thing is, I can't find anything wrong with the way I'm currently using llRezAtRoot.
The chime elements consist of P2P joints with single-prim anchors -- the anchors are supposed to be rezzed by the controller at specific locations. It appears that their joint status is somehow throwing off the position calculations for the anchors. An object should be rezzed in the same position regardless of whether it is a joint anchor or a standalone object.
You can see my chimes on display in Lusk (141, 161). This would not be fun if it got to the main grid. 
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My Beatworks: Zephyr Chimes wind chimes, the KanaMaster Japanese kana tutor, and the FREE Invisibility Prim Public. Look for them at the Luskwood General Store in Lusk (144, 165).
"You have been frozen. You cannot move or chat. A pony will contact you via instant message (IM)." - mysterious system message I received after making off with Pony Linden
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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10-17-2005 11:48
Hmm... is the joint still functioning properly? I've seen joints move their pivot points or axes when rezzed...
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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10-17-2005 11:50
Ah, nope, that's not what's happening... good. Looks like you're right... it's just rezzing in completely the wrong positions.
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Nathan Stewart
Registered User
Join date: 2 Feb 2005
Posts: 1,039
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10-17-2005 14:09
Looks like the bars a rezzing halfway up their axis, and not sure if you applied a z offset to rezatroot because it was rezzing from the second to last prim whereby it now is rezzing by the actual root prim, so any linked item being rezzed is rezzed by the root at the root, plus any calculations you've added on for distances.
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Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
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10-17-2005 14:24
The problem is an odd one. Each part of a jointed object is it's own linked set of objects. When taking multiple objects, which is the 'first' object isn't defined. llRezAtRoot just uses the 'first' root object when multiple unlinked objects are part of an inventory item to be rezed. For jointed objects this could be the child object (which is it's own linked set with it's own root).
In short: The broken behavior on main grid (rezing at the second prim instead of the root) actually makes simple joints 'work correctly' by rezing at the second prim. The fix broke this by actually use the first prim. The new fix (next preview build) fixes this. Test it out when preview is up.
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- Kelly Linden
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Nathan Stewart
Registered User
Join date: 2 Feb 2005
Posts: 1,039
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10-17-2005 17:24
This seems fixed now for normal objects and the windchimes with joints
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Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
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10-17-2005 23:09
Indeed, looks like the chimes are back to normal. Thanks a ton, Kelly et al! 
_____________________
My Beatworks: Zephyr Chimes wind chimes, the KanaMaster Japanese kana tutor, and the FREE Invisibility Prim Public. Look for them at the Luskwood General Store in Lusk (144, 165).
"You have been frozen. You cannot move or chat. A pony will contact you via instant message (IM)." - mysterious system message I received after making off with Pony Linden
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