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Attached object keeps returning to zero rotation/position!

Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
01-23-2006 14:03
This is driving me MAD!

I have an object - a gun - which I am attaching to the right hand. I edit the object and change the rotation and position until it looks reasonable, then I detach the object.

When I try to wear it again, instead of retaining its original rotation and position as other objects I have done the same with do, it goes back to the default again, and I have to reposition it. I've done this dozens of times this evening and each time it's the same.

Please, someone, tell me what this bug is and how I can get round it before I entirely lose my marbles.
Fenrir Reitveld
Crazy? Don't mind if I do
Join date: 20 Apr 2005
Posts: 459
01-23-2006 14:08
By chance are you editing the object AFTER you take it off and have positioned it correctly?

The root prim is what "stores" the attachment point (and its position, scale and rotation). If you unlink the object, editing the prims, and then re-link them, you have to make sure to select the same prim last.. This is the root prim. (You'll see it highlighted as yellow while the rest of the prims are blue, when you select it.)

Sorry if I am explaining something you might already known. This got me the first time I tried to build something on SL until I realized it mattered what was the root prim. "Arrrgh, why does it keep resetting back to zero when I wear it???" :)
Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
01-23-2006 14:13
Nope, I'm not editing it.... I'm not doing anything except

1. wearing the object ("ARGH IT'S STILL OVER MY SHOULDER";)
2. moving and rotating it back to the right position
3. detaching it
4. wearing it again - see step 1

This has only happened since I started using "Ruler Mode: Local" on the top right of the edit box. I did try going back to positioning with "Ruler Mode: Avatar" but it doesn't seem to make any difference, apart from taking longer to position properly.

Logging out and in again isn't helping either....

*beats head on desk*
Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
01-23-2006 14:15
Oh, and none of the scripts in the object have llSetRot or anything like that.
Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
01-23-2006 14:17
Okay - I said that, but it wasn't entirely true. I was using a modified version of the gun script which has an llSetRot when you detach the object. Now that I commented this out, it *seems* to be okay.

But this has worked fine before and not caused any problems!
Fenrir Reitveld
Crazy? Don't mind if I do
Join date: 20 Apr 2005
Posts: 459
01-23-2006 14:33
Oops, my bad. I wasn't sure how experienced you were when it came to building.

Well, errant llSetRot() calls would be a bad thing. Maybe the rotations that the llSetRot was using just naturally lined up with how you were positioning the object? Or maybe it's related to the 1.7 updates allowing scripted items to set attachment rotations? (ie: llSetRot just used to quietly fail, pre-1.7, but now works?)
Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
01-23-2006 14:33
Just curious. How many prims is it?
I'm getting the same problem with a high prim attachment. It does it regardless of whether its got a script or empty.
Jakkal Dingo
Equal Opp. Offender
Join date: 16 Feb 2005
Posts: 283
01-23-2006 22:28
Just as another tip, when you make any changes to a currently attached object, teleport -somewhere- before you do anything else, like take it off. This especially goes for textures.

I'm not sure why SL doesn't always remember the changes we make to attachments, but I do know that teleporting saves them as they are. This has never failed me, though I've only really had the problems when changing a texture on an object.
Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
01-24-2006 01:08
From: Cottonteil Muromachi
Just curious. How many prims is it?
I'm getting the same problem with a high prim attachment. It does it regardless of whether its got a script or empty.

This one's only 10 prims.