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spiked collar

Tuli Asturias
=(^x^)=
Join date: 26 Oct 2005
Posts: 90
01-22-2006 12:43
I am hoping someone can explain how to make e.g. a basic spiked collar. The basic forms I can create, but they will be separate objects, right? How to put them together to make one single object of it?
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
01-22-2006 13:20
In simplest form, the collar is just a cylinder, and the spikes are cones. Cones in SL are made by taking a cylinder and shrinking the top. Place the spikes where you want them around the perimeter of the collar, and then link the whole thing together so it's a single object. Do that by selecting all the pieces and then pressing ctrl-L.

Make sure the collar is the last prim you select before linking, by the way. The last prim selected is always the parent, and all the others are its children.
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Tuli Asturias
=(^x^)=
Join date: 26 Oct 2005
Posts: 90
01-22-2006 14:53
Thank you very much for the clear and fast reply, I appreciate it!
Erin Talamasca
Registered User
Join date: 18 Sep 2005
Posts: 617
01-24-2006 03:42
My partner also made a script that will mathematically place cones in a ring of a given size, so your spiked collars and cuffs are perfect without you having to do the tiresome maths required. Let me know if you're intereseted (it's fun to watch if nothing else, so you should bug him for a demonstration!)
Lora Morgan
Puts the "eek" in "geek"
Join date: 19 Mar 2004
Posts: 779
01-24-2006 06:16
The old fashioned way to get the spikes rotated around the cylinder:
1) Make a collar cylinder with one spike and link them, with the collar selected last (so it's the root or parent)
2) Make as many copies as you want spikes
3) Divide that number into 360 and rotate each one by increments of that number around the Z axis. Example: if you want 10 spikes, change the Z axis of the first to 36, then 72 for the second, 108, etc.
4) Move them all into the same X, Y, Z position then unlink them all
5) Delete all of the collars except one, and link everything.

It looks a bit tedious, but it doesn't really take that long and would get perfect spike placement.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
01-24-2006 06:20
If you're dropping a power-of-two number of objects, you can easily use shift-drag, control-Z, and the rotation grid to place them exactly.

Start with one cone, shift-drag it to the opposite side of the object, then rotate it 180 degrees.

Shift-select both, shift-drag, control-Z, then rotate 90 degrees.

Shift-select all four, shift-drag, control-Z, then rotate 45 degrees.

Now you have 8 spikes, perfectly placed.