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Need to rotate 2 prims independently

Tadc Ochs
Registered User
Join date: 9 Jun 2008
Posts: 4
06-09-2008 14:09
Sorry for the newbie question but I've been trying now to get something built.

I have a bunch of prims that I link together and in the root prim I put a rotate script. And they all rotate together. This is great, this is what I want.

Now I want to add another prim to it and have it rotate in a different direction, so I put the rotate script with the different parameters into the new prim and link them.

They still all rotate together. I had though (hoped?) that the rotate script in the non-root prim would over ride the root rotate so I could get independent rotation.

I appreciate any help, thanks.

tadc
Atom Burma
Registered User
Join date: 30 May 2006
Posts: 685
06-09-2008 14:19
You can't independantly move a link set without moving it all. However you can unlink that prim, or even throw in a texture rotate, and keep it linked.
Drongle McMahon
Older than he looks
Join date: 22 Jun 2007
Posts: 494
06-09-2008 14:52
I have been able to do this - with a script using llTargetOmega in the root and another in the linked prims. Not sure if the order of placing scripts and linking is important as it worked first time. The linked prims do their own rotation inside the root, while the whole thing rtotates as specified in the root script. You can see this at Tiretta 68,118,48. There are three sculptures. Two use texture rotation for the nested rotation effect, but the one with the blue circles uses nested llTagetOmega scripts.

Ah, but I see that may not be what you want. They are not rotating independently.
Tadc Ochs
Registered User
Join date: 9 Jun 2008
Posts: 4
06-10-2008 04:37
I suspect that if you took the llTargetOmega out of the non-root prims the sculpture would behave exactly the same.

I'd like to have the ability to link it into one object, so it can be given away. (or sold! lol)

Thank you.
Tadc Ochs
Registered User
Join date: 9 Jun 2008
Posts: 4
06-10-2008 04:38
oh, and nice work BTW!
Beezle Warburton
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Join date: 10 Nov 2006
Posts: 1,169
06-10-2008 05:46
You have to stop rotation with a script, it's a "prim remembered" thing.


llTargetOmega(<0,0,0>,0,1);
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Tadc Ochs
Registered User
Join date: 9 Jun 2008
Posts: 4
06-10-2008 05:51
I don't want to stop rotation. I want 2 prims to rotate independently of each other, one clockwise, one counterclockwise.
Beezle Warburton
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Join date: 10 Nov 2006
Posts: 1,169
06-10-2008 05:54
From: Tadc Ochs
I don't want to stop rotation. I want 2 prims to rotate independently of each other, one clockwise, one counterclockwise.


Ah, okay, I though you also needed the root to stop spinning.

You can make child prims rotate with llTargetOmega, just put the script in the non-root prim you want to spin. The root prim is the only one you can't do this way, as it will spin the entire object.

Depending on your design, you may need to make a small prim with a transparent texture and use that as the root.
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Drongle McMahon
Older than he looks
Join date: 22 Jun 2007
Posts: 494
06-11-2008 14:52
From: Tadc Ochs
I don't want to stop rotation. I want 2 prims to rotate independently of each other, one clockwise, one counterclockwise.

Are they concentric? If so, you could make the root rotate at, say, speed of 1, then make the linked one rotate at speed -2. If not, mayb e put them both linked to an invisible root prim that is staionary and rotate them at +1 and -1 (realative to the root). Quite right about having to set llTargetOmega to zero to stop them....I was confused by this one for ages!
Drongle McMahon
Older than he looks
Join date: 22 Jun 2007
Posts: 494
06-11-2008 14:54
From: Tadc Ochs
I suspect that if you took the llTargetOmega out of the non-root prims the sculpture would behave exactly the same.
No they don't. They just stay fixed in the square root.