Pete Olihenge
Registered User
Join date: 9 Nov 2009
Posts: 315
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01-30-2010 10:00
What might cause and object taken from inventory and rezzed in-world, either on the ground or on top of a prim, to do so 0.74m above the surface?
There's no position setting in the script at all, and though there is some rotation of a child prim (via llSetLinkPrimitiveParams ()), it's above the level of the base prim at all times.
Both the base prim - as in the one that should touch the ground (it's also the root prim) - and the child that occasionally gets rotated are sculpties, but using Advanced/Rendering/Info Displays/BBoxes shows close-fitting bounding boxes and gives no indication of anything that might cause this.
The height of 0.74m bears no obvious relationship to anything, either.
Thanks.
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Zena Juran
Registered User
Join date: 21 Jul 2007
Posts: 473
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01-30-2010 10:57
Check the bounding box size on the root prim if it is a sculpt.  oops... just saw that you checked that already... lol nvm 
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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01-30-2010 11:39
cut prims? the sim will calculate the bounding box on rez from the uncut object size, and then update it with the cuts as it gets that information... I have a chair with this exact problem
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Pete Olihenge
Registered User
Join date: 9 Nov 2009
Posts: 315
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01-31-2010 12:30
Curiouser and curiouser... it's none of the suggestions above - and thank you for those, but...
On the *second* change of owner the effect seems to go away. It's as if the object has a persistent rez offset that fades away eventually. I wonder if it could be something to do with attachment positions "leaking" through into on-the-ground rezzing.
Unfortunately I've been working in a bit of a rush, so I haven't had time to investigate properly yet.
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Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
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01-31-2010 14:27
I've seen this before with sculpties. Got a couple of sculptures that rez about 20m off the ground every time I drag them out of my inventory. Freaks me out every time - figuring that the sim ate them - until I remember to look up.
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