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Parent Child relationships

Pontias Peck
Registered User
Join date: 30 Mar 2006
Posts: 8
06-17-2006 13:50
I am looking for a script. Not wanting a freebie necessarily. I am having a situation where I am stuck in building an object.

Here is my quandry... with brief descriptions on what I am trying to do.

I have 2 objects.

Object 1 is made of 4 prims, 3 smaller prims attached to a larger prim that rotates along the X axis making the smaller prims move along this axis(imagine an propellar of a plane).

Object 2 is made of 2 prims attached no scripting (as of yet) (imagine a wing)

The problem I am having is the 2 objects need to be attatched to each other. When linking the objects together there can only be one parent prim, which negates the rotation I am trying to achieve. Because linking them stops the 3 prims on the first object from rotating with its former parent prim (axis of propellar spins but the blades do not). Regardless of how I try this I cannot seem to figure this out without thinking "scripts". I am not a scripter, but am learning more every day and finding the logic puzzles associated with scripting to be intriguing.

So my question is this, in order to have an object with prims attatched rotate (as in a 4 prim propellar, 1 axis and 3 blades) while attatching this object to another (as in a wing) without negating the rotation.

I am not building a plane. Actually I am building an object to take advantage of the new"light" effects in SL so there is more realistic lighting besides the huge cone prims and particles. I have a working "morph" light but I cannot attatch the two parts of this project without loosing the "morphing" effect due to loosing the rotation.

Am I looking for a Parent/Child situation or is there some other way to tell one object to remain in its current state (rotation or current linkage) while being constrained to an area specific to another object (stay with in x,y,z of object P)? Otherwise the two objects are seperate and have to be manually placed together.


Am I even asking this correctly?

Thanks for listening and answering.
Pontias Peck
Registered User
Join date: 30 Mar 2006
Posts: 8
hello?
06-17-2006 15:58
Anyone?
Jigsaw Partridge
A man of parts
Join date: 3 Apr 2005
Posts: 69
06-17-2006 22:22
There are scripts that will, in theory, do what you want, i.e. allow you to rotate selected 'groups' of child prims about the root, or some other arbitrary child, prim. You can't do it without scripting, I'm afraid.

The problem is that the only way these scripts have to synchronise movement between the prims is to send link messages between them, and these are subject to an unpredictable delay. As a result, the motion can appear jerky, and in the worst case, for example where there is heavy load in the sim, the object can appear to 'break up' while the child prims rearrange themselves. This doesn't happen when you let SL handle the group movement, by simply telling it to rotate the whole object.

For some simple configurations (e.g. a door in a doorframe) the delay problem isn't an issue. However for a 'propeller' type arrangement with multiple child prims moving in a group such as you describe, my guess would be that it just wouldn't look right.
Angela Salome
Registered User
Join date: 6 Oct 2005
Posts: 224
06-18-2006 00:43
One solution would be to keep the two objects separate. Have the rotating "propeller" use llTargetOmega to spin around with smooth movement. Use non-physical movement to keep the propeller positioned properly next to it's parent "wing".
Pontias Peck
Registered User
Join date: 30 Mar 2006
Posts: 8
Propellar
06-19-2006 11:19
From: Angela Salome
One solution would be to keep the two objects separate. Have the rotating "propeller" use llTargetOmega to spin around with smooth movement. Use non-physical movement to keep the propeller positioned properly next to it's parent "wing".



Sounds interesting. If the parent "wing" is stationary, then this would solve the issue. What if the parent's position is changed?


Thew object I am creating currently an orb that "morphs" light simular to that of RL LED lamps that morph from one light color to the next. I have the object built and working as 2 seperate objects that when placed physically together do the job, but it still remains two seperate objects. That's why I was wondering how they could be connected. If so then this could be used to create some interesting effects for lighting (up to 6 sources) in the game. For clubs, setting mood, etc.


I will send a link to the object next post.