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explain why they changed how things rotate?

crucial Armitage
Clothing Designer
Join date: 30 Aug 2004
Posts: 838
04-04-2007 14:27
I can not under stand why they changed the way things rotate I make shoes and as such there are always a lot of cut prims. Being that a set of link items rotated around the center of the root prim and you could always know exactly where that center would be i would always add a invisible sphere in the center of the shoe and make it the root prim to aid in moving and rotating the shoe easily.
They now seem to have changed the way things rotate they no longer rotate around the root prim they now rotate around what appears to be the center of mass of the linked object. Which would not be bad in and of it self but it seems that they use the full size of any cut prims to locate the center of mass. If any one has tried to rotate a very small part of cut cylinder you will know that this can be difficult at best. This also makes predicting the center of any linked object next to imposable.

Does any one else find this to be a problem or am i just so anal that i find this extremely annoying and unnecessary

- Crucial
RobbyRacoon Olmstead
Red warrior is hungry!
Join date: 20 Sep 2006
Posts: 1,821
04-04-2007 14:33
From: crucial Armitage
Does any one else find this to be a problem


Yeah, it completely blows. Try aligning a sword tip and blade when both are made from *heavily* cut prims :/ It is a freaking nightmare.
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Deanna Trollop
BZ Enterprises
Join date: 30 Jan 2006
Posts: 671
04-04-2007 14:53
Err, what has changed now? Rotating a linkset (or multiple selected prims) using the rotation gadget rotates around the collective center-of-mass (or geometric center, never was clear on how that pivot was calculated), but entering numbers in the Edit box rotates around the center of the root prim. I just did a quick test and this appears to still be the case.
crucial Armitage
Clothing Designer
Join date: 30 Aug 2004
Posts: 838
04-04-2007 15:09
From: Deanna Trollop
Err, what has changed now? Rotating a linkset (or multiple selected prims) using the rotation gadget rotates around the collective center-of-mass (or geometric center, never was clear on how that pivot was calculated), but entering numbers in the Edit box rotates around the center of the root prim. I just did a quick test and this appears to still be the case.



Linked sets no longer rotate around the center of the root prim when you are using the UI rotational axis the red blue and green circles. Linked sets now rotate around what seems to be the center of mass or "geometric" center as you put it. i have been making shoes for nearly 2 years and they always always rotated around the center of the root prim.
FireEyes Fauna
Registered User
Join date: 26 Apr 2004
Posts: 138
04-04-2007 15:33
Using the green, red, and blue circles has rotated around the geometric center for at least 6 months now. Using the Rotation x y z by the #'s still rotates the parent prim.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
04-04-2007 15:59
From: crucial Armitage

Linked sets no longer rotate around the center of the root prim when you are using the UI rotational axis the red blue and green circles. Linked sets now rotate around what seems to be the center of mass or "geometric" center as you put it. i have been making shoes for nearly 2 years and they always always rotated around the center of the root prim.

You feeling okay today, Crucial? :)

As others have stated, it's been the case for a very, VERY long time now, years in fact, that dragging the rotational manipulator handles causes the object to rotate around its collective geometric center while entering the numbers causes it to rotate around the parent prim's center.

Here is a post from over a year ago, in which I described exactly this behavior, and gently bitched at LL about the need for a better system:

/8/82/96854/1.html#post962364


It's also always been the case that the pivot point for cut prims is the uncut center. That's why doors are generally built by being cut in half. This behavior is nothing new.
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BamBam Sachertorte
floral engineer
Join date: 12 Jul 2005
Posts: 228
04-04-2007 19:16
I just logged in to check this out and I could not see any change from previous rotation behavior. Grabbing the rotation rings rotated around the geometric center and editing the rotation values rotated around the root prim center. Can you provide an example linked object that has the behavior that you describe?
crucial Armitage
Clothing Designer
Join date: 30 Aug 2004
Posts: 838
04-05-2007 16:31
From: Chosen Few
You feeling okay today, Crucial? :)

As others have stated, it's been the case for a very, VERY long time now, years in fact, that dragging the rotational manipulator handles causes the object to rotate around its collective geometric center while entering the numbers causes it to rotate around the parent prim's center.

Here is a post from over a year ago, in which I described exactly this behavior, and gently bitched at LL about the need for a better system:

/8/82/96854/1.html#post962364/8/82/96854/1.html#post962364


It's also always been the case that the pivot point for cut prims is the uncut center. That's why doors are generally built by being cut in half. This behavior is nothing new.



I am sorry I may be stating the behavior i am seeing wrong, and I also in all honestly have never noticed such rotation other then around a single cut prim.

I have recently made a new pair of men's boots and they rotate around an axis that is almost .3 meters above the shoe.

Regards
Crucial
Ace Albion
Registered User
Join date: 21 Oct 2005
Posts: 866
04-10-2007 01:23
Using the spinners they will do what you're saying, using the edit numbers they'll rotate round the root. Everyone is saying this, and says it's been like this for over a year.

Edit- they did change the way attachments move on an avatar.
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crucial Armitage
Clothing Designer
Join date: 30 Aug 2004
Posts: 838
04-10-2007 12:26
From: Ace Albion

Edit- they did change the way attachments move on an avatar.



this may be the behavior i am noticing that is different. I have been around along time and have built many things in SL and it never ceases to amaze me the things i still don't know like
learning in this thread that the numbers rotate a linked set around the root prim, i have found a neat way to make spokes with relative ease.

Regards :)

Crucial
Bodhisatva Paperclip
Tip: Savor pie, bald chap
Join date: 12 Jan 2007
Posts: 970
04-10-2007 15:09
This thread has cleared that confusion up for me. Thanks! Coupled with this knowledge and Ged's loop rezzing script I'm raring to go. It's not just for skirts anymore. ;)
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Bodhisatva Paperclip
Tip: Savor pie, bald chap
Join date: 12 Jan 2007
Posts: 970
04-10-2007 15:11
This thread has cleared that confusion up for me. Thanks! Coupled with this knowledge and Ged Larsen's loop rezzing script I'm good to go. It's not just for skirts anymore. ;)
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