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Sculpties bound box

Daten Thielt
Registered User
Join date: 1 Dec 2006
Posts: 104
05-28-2007 23:25
been playing about with sculpties and i created myself a nice set of stairs, import them ingame and they look cool untill i try to walk up them, it seems that no matter what i do i cannot walk up my stairs, is this a bound box problem, or the way im genreating my sculpt map?
Sylvia Trilling
Flying Tribe
Join date: 2 Oct 2006
Posts: 1,117
05-28-2007 23:46
This is the way sculpties are presently implimented. I have seen posts describing this workaround: make your sculptie phantom and hide standard prims inside to be walked on.
Krimson Gray
Registered User
Join date: 5 Dec 2006
Posts: 40
05-28-2007 23:57
I had the same issue with a Gazebo base I was making. Looked great, couldn't walk on it. I could stand 10m on top of it though. Basically a sculptie is like a sphere in how it rezzes in SL, and pretty much fills the bounding box. So sculpty stairs and other things you can walk on are ouyt without the workaround. Also might have issues with sculpty hot tubs and containers. Though once I was able to stand on my Gazebo somehow it made an effective though inadvertant trap.
Johan Laurasia
Fully Rezzed
Join date: 31 Oct 2006
Posts: 1,394
Bounding boxes on sculpted prims possible solution
05-29-2007 01:42
They currently cheese in the shape of the item for physics by an similarly sized egg shape. The plan is to implement something more accurate in the future, but for now you have to deal with what you have... a possible fix in some cases would be to make the sculpted prim phantom, and rough in the walking areas with clear boxes.
Sterling Whitcroft
Registered User
Join date: 2 Jul 2006
Posts: 678
05-29-2007 06:45
For steps, make the sculptie phantom.
Lay a one prim, thin, 'ramp' on top of the stairs. Texture it with alpha. Your Avi will walk up the invisible ramp, but look as if he's climbing stairs.

The ramp trick works with all kinds of stairs, too. I do this with step spacing that 'looks' great, but is difficult to walk up.
Cindy Crabgrass
Crashed to Desktop
Join date: 9 Sep 2006
Posts: 158
05-29-2007 08:48
You might be able to move the bounding box a bit by modifying the colors of the sculpty Image.
Its not too easy, but it works like this : if your Sculpt Map does not use the full range of Red (0-255),
you can add a bit more red to move it in +x. (make sure to look at the Histogram)
My first version of the sculpty converters had a bug, that didnt center them correctly along the 3 Axes,
so the prim was outside of its bounding box.
If you use this in a smart way, it can help a bit with the physics.

I'm working on a Car with a sculpted Body.
It will never Work like it is, it acts like a big sphere.
It will roll like a bowling ball and float above the ground.
I guess i have to use the 'bounding box hack' to move the bounding box
above the car and use a simple box prim for the physics.

OK, this stuff is only needed for linked objects like vehicles,
if you can get away with phantom stairs / ramp (no need to link a building)
or the gazebo with an extra floor,do that.
It will save you from a major headache ;)
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Daten Thielt
Registered User
Join date: 1 Dec 2006
Posts: 104
05-29-2007 10:00
thanks for the answers all, lets hope they sort soming out soon, for now ive just done as mentioned abouve and turned it phantom