Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

How to do Point A-B Building Rods / Support Structures?

Lenny Looming
Registered User
Join date: 9 Nov 2007
Posts: 57
11-29-2007 17:29
Hey all, not exactly sure how to term this so let me just say what I'm trying to do...

I saw in-world a neat idea for "suspending" a skybox I wanted to try out on my own land. What they did was construct what appeared to be large concrete foundations and from them he constructed round steel poles that were at an angle from the concrete foundations to a point over the center of his land. From there he had metal cables that went down to support a "suspended" skybox. The effect was dramatic - like a large box that was suspended in the air over his land by these concrete and metal supports.

My question is this - how in the world do you guys do this so you line up your long poles from point A to B? I'm a good intermediate designer but I'm trying to figure out how exactly you get things in this respect to align. I'm thinking you use coordinates for A and B - each end of the piece you want to align, but SL's viewer displays the point in the precise center.

I'm pretty good with math but this has me confused. Are you using some third party tool to determine the right measurements or what?

Another way to visualize this would be if you wanted to build a crane on your land with an angled overhead arm. You know where the end of it needs to be, but how do you designate how to determine that by using just center points?

Thanks!

- Lenny
Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
11-29-2007 23:00
I would write a script to do something like that. Figuring out where the centers of the 10m long prims should go isn't too hard with a bit of vector math, and you could do that by hand I think, but I don't see how you could figure out the rotation for the prims.

One way might be to choose a rotation for your cable prim at first, and figure out where to attach the end of the cable to your towers after first building out the cable.

There's a neat trick now I think about it, which doesn't need scripting:

Make your cable prim, say a 1x1x10 cylinder.
Rotate it however you want.
With it selected, go to the create button (4th one from the left at the top of the edit window) and tick the "Copy Selection" box, and tick the "Center Copy" and "Rotate Copy" boxes.
Now click on the circular end face of your cylinder.

Another copy of it gets rezzed with the same rotation as the original, building out the cable. You can then click on the new end face and you get another copy. This is a really fast way of building out something at an off-axes rotation.
_____________________
-Seifert Surface
2G!tGLf 2nLt9cG
Beverly Ultsch
Registered User
Join date: 6 Sep 2007
Posts: 229
11-30-2007 03:53
Pick up a copy of Lex Neva's pipemaker script from his shop (search for Lex Labs).

that will do everything you want.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
11-30-2007 04:51
Lining things up on a large scale is no different from doing it on a small scale. If you can do one, you can do the other. Simply set your draw distance sufficiently high, and then zoom out so you can see your whole "canvas" at once while you work. Zoom in when you need finer control, and then back out again to see everything.*

It also helps to draw diagrams of your project beforehand for use as templates. I almost never work without diagrams these days. Draw front, side, and top orthographic schematics of whatever it is you're building (or whatever other views would be useful), and make sure they're precise. (I usually use Illustrator for this, but use whatever you're comfortable with, AutoCAD, Photoshop, pencil & paper with a scanner, anything, as long as you know you can be accurate with it). Then upload the images as textures, and lay them out on full size planes in SL (if you're working on a large scale, then each plane will be made up of several 10x10x.01M cubes). Position the planes accordingly, and then just build right on top of them.

Even without diagrams or math (and the math really isn't very complicated) or scripts or anything else that has been mentioned, the kind of build you're talking about is not difficult. You could always start with the skybox first, and then branch the beams outward from the center. When the beams reach the appropriate length, turn them 90 degrees to make the down-tubes (pillars). Then just extend the pillars all the way to the ground. Assuming the whole thing is symmetrical, you only need to do this once, and then replicate the entire beam/pillar structure a number of times by selecting it, shift-dragging to leave a copy in place, and moving it to each new location. That process should only take a few minutes after the master copy has been built.

In other words, what you're asking about is much simpler than I think you're making it out to be. Less thinking, more doing, Grasshopper. :)







* General 3D modeling tip: Whether we're talking SL or any other 3D modeling environment, constant, fluid camera movement is absolutely crucial, no matter what the size of your build. You should move the camera with the alt-zoom mouse controls as naturally as you move your own head. If you go more than three seconds without a camera movement while you're working, you're doing something wrong. You might realize this already, but you'd be surprised how many people don't. Some people in SL actually just move their avatar from point to point, and park the camera along with it, and then they wonder why it takes them days to do what other people do in minutes.

I've even seen written tutorials that have camera movements listed as steps. "Step 3. Move the camera up, position it so you're looking down at your model, and leave it there for the next two steps," that sort of thing. Never do that. The camera should be a completely fluid extension of your own body.

If you were building a RL model in your hands, you'd constantly be moving and rotating the thing so you could see it from all sides while you work. You wouldn't think about this at all; you'd just do it naturally. If the model were too big to fit in your hands, you'd be walking and bending and reaching and moving your whole body around it, again without thinking.

When modeling in the computer, you must do the exact same thing, virtually. And the way you do that is, as I said, by getting comfortable enough with camera controls that you never have to think about them either. Camera movement should be second nature.
_____________________
.

Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested.
Lenny Looming
Registered User
Join date: 9 Nov 2007
Posts: 57
11-30-2007 06:44
From: Beverly Ultsch
Pick up a copy of Lex Neva's pipemaker script from his shop (search for Lex Labs).

that will do everything you want.


Oh cool. I bought his Rez Faux package a while back so I have his shop bookmarked. Thanks!
Lenny Looming
Registered User
Join date: 9 Nov 2007
Posts: 57
11-30-2007 06:46
Everyone else, thanks for your suggestion and input. It is all greatly useful as well. As with so many things, there are multiple ways of accomplishing a task and that can be a very good thing as some things are better accomplished one way than another.

Thanks again and I'll give these suggestions all a try.

- Lenny
Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
11-30-2007 09:31
FYI: Lex is a she.
_____________________
-Seifert Surface
2G!tGLf 2nLt9cG
Lenny Looming
Registered User
Join date: 9 Nov 2007
Posts: 57
11-30-2007 17:30
From: Seifert Surface
FYI: Lex is a she.


OH!

I am sorry. I checked out her profile and unfortunately there is no reference either way and the avatar (2nd and 1st) isn't clear. And every reference through Google says "he" rather than she.

I even spent about 30 minutes reading Lex's own blog and was still at a loss to determine this. The About page is just a place holder for the blog script, as no actual about page exists.

Anyway, many sorries. (Is that a word?)

- Lenny
Beverly Ultsch
Registered User
Join date: 6 Sep 2007
Posts: 229
12-06-2007 10:39
I have to agree with Lenny on this, as the original perpitrator of the he.

No offense meant. :)

please forgive me.
Conifer Dada
Hiya m'dooks!
Join date: 6 Oct 2006
Posts: 3,716
12-06-2007 13:51
Say there are 4 angled poles, for example. Construct 1 angled pole and link the sections. Duplicate it and spin the new one thru 180 degrees and link the 2 poles so they form an inverted 'V'. If the structure is too big to link permanently, it can still be 'select-linked' while in edit mode. Duplicate the inverted V and spin the new one thru 90 degrees and re-align it so the points of the 2 V's coincide. Voila! 4 slanting poles forming a pyramid!