How Do I Spin 1 Part Of An Object Only?
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Yoofaloof Pacer
Registered User
Join date: 12 Apr 2005
Posts: 27
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04-12-2006 15:22
Hi,
I have made an item made of so many prims. I have a set of four prims linked together which I want to spin. When I come to link them to the main item, the whole item spins. How do I get just just the part I want to spin when I link them together?
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Psyra Extraordinaire
Corra Nacunda Chieftain
Join date: 24 Jul 2004
Posts: 1,533
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04-12-2006 15:25
About the only way is to not link that object... or use a texture animation instead to fake the spinning object....
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E-Mail Psyra at psyralbakor_at_yahoo_dot_com, Visit my Webpage at www.psyra.ca  Visit me in-world at the Avaria sims, in Grendel's Children! ^^
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Yoofaloof Pacer
Registered User
Join date: 12 Apr 2005
Posts: 27
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04-12-2006 15:31
I see, thank you.
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
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04-13-2006 08:59
As a side note, you can use llTargetOmega to spin a single child prim around, if you put the script to do it just in that prim. If you put it in the root, it will rotate the whole thing.
However, as Psyra says, spinning a group of linked prims within an object is not nearly as easy to do. You'd have to play around with setting their rotations manually, and it probably wouldn't look very good.
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Merlin Alphabeta
Registered User
Join date: 12 Feb 2006
Posts: 83
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04-14-2006 09:06
From: Ordinal Malaprop However, as Psyra says, spinning a group of linked prims within an object is not nearly as easy to do. You'd have to play around with setting their rotations manually, and it probably wouldn't look very good. The problem is that the message goes in two parts - when you rotate using llSetRot, it rotates around the root. So you have to rotate AND reposition. Which are going to be two network messages meaning lag between the rotation and the positioning. I've played aroudn with it for a while and have yet to find a good solution.
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Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
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04-14-2006 09:10
Talk to a politician. They can spin anything!
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Rifkin Habsburg
Registered User
Join date: 17 Nov 2005
Posts: 113
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04-14-2006 11:28
As Ordinal said, it is possible to get multiple objects rotating around different pivot points, and even hierarchies of rotations, using llTargetOmega(). If you look closely at the buzzsaws in Danger Zone, you'll see that they aren't spinning textures at all -- each tooth on the saw blade is a separate prim. The sawblade teeth are all parented to the center of the blade as a pivot, and the blade itself is parented to the armature. When the blades spin up to kill people, they rotate back and forth around the base of the armature pivot, while the blades themselves are spinning on the ends of the armatures.
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Procyon Games: makers of Can't Stop, En Garde, Take it Easy, Danger Zone and Frootcake.
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Merlin Alphabeta
Registered User
Join date: 12 Feb 2006
Posts: 83
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04-16-2006 13:23
What's all this talk of pivoting and sub-parenting within an object? I thought objects were flat groupings of prims - the only parent being the root prim.
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Rifkin Habsburg
Registered User
Join date: 17 Nov 2005
Posts: 113
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04-16-2006 13:56
From: Merlin Alphabeta What's all this talk of pivoting and sub-parenting within an object? I thought objects were flat groupings of prims - the only parent being the root prim. You do get one level of hierarchy. When a linked prim rotates with llTargetOmega, it will rotate around that prim's center. If the root prim in a link set is also rotating, then the rotations combine hierarchically like you would expect them to. The Danger Zone buzzsaws appear to have two levels of hierarchy, but it's just clever positioning and grouping of prims.
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Procyon Games: makers of Can't Stop, En Garde, Take it Easy, Danger Zone and Frootcake.
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