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Attachment Points

Rock Ryder
Registered User
Join date: 6 Oct 2006
Posts: 384
01-31-2008 08:04
Hi guys,

I hope this is the right place for this query, as I suspect the answer is a scripting issue.

I have been having my first look at attachments, and first off was a watch. I created the watch band from a simple cylinder, hollowed to 95%.

Before I started adding the watch face and clasp I tried to attach (wear) the basic strap.

I notice that the only attachment points in this area of the avi was either the hand or the forearm, no wrist point is given. Trying both the hand and forearm came no-where close. I then tried to place the watch band as an armband, but instead of encircling the arm it just stuck out sideways from the arm.

So, before I get to the 'I need a cup of tea' stage, can anyone point me to any good resources for attachments (that also explains the difference between 'Wear' and 'Attach').

I am guessing that all attchments have to be scripted, to set the offsets to get it correctly in place when worn. Is this correct? Also, does the face of a prim have to be taken into consideration, or just the centre of gravity of the attachment?

TIA for any suggestions,

Rock
Trep Cosmo
Registered User
Join date: 3 Mar 2005
Posts: 101
01-31-2008 08:20
Nope, you can right-click your attachments and edit them just like regular prims/objects. Simple as that.

The easiest way to edit attachments is to get yourself a free pose stand that'll keep your avatar still. IM me in-world and I can drop one on you.
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Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
01-31-2008 12:24
The difference between Wear and Attach is:

Attach: Lets you specify what point it should attach to. If it's a new point, the location is set to the default location on the attach point.

Wear: Attaches the item to to last attach point it was attached to, oriented according to the last position stored (wherever it was last time it was detached).

So usuallyl when you create a new item, you first attach it to the desired point, position it with the editing tools, then detach. from then on Wearing should be sufficient.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
01-31-2008 15:17
slight correction to dariens example:
once you have moved an object in edit, as an attachment, it stores both the offset and rotation, as well as the last attach point (default is hand, used to be head). if you then wear it, it will go back to those last known values. if you choose attach, only the point is ignored, but the offsets remain, so editing position on on point, with change it when attached to another point.

for your watch, just attach to forearm, edit into the correct position and rotation, and then use take off... anyone wearing a copy of it (except shift+drag copies) will have the same location and offsets... which may or may not match their avatar shape/size and need to be edited
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Rock Ryder
Registered User
Join date: 6 Oct 2006
Posts: 384
02-01-2008 05:41
Many thanks guys.

Now why didn't I just think of editing it into position??

Don't answer that! :)

Rock