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Invisible object-can't be seen with highlight transparent

Rebecca Proudhon
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Join date: 3 May 2006
Posts: 1,686
07-17-2008 21:23
From: Trybil Timeless
Or sculpted prims can have collision surfaces that extend past their edges as well.

.



Bingo :)

So megasculpties to drive people crazy could become a cottage industry.
Beezle Warburton
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Join date: 10 Nov 2006
Posts: 1,169
07-17-2008 21:44
From: Rebecca Proudhon
Okay. mystery solved. The house builder contacted me and said she (differnt builder from railing. who I Im'ed yesterday) knew that the sculpty railing DID have an issue and needed to be phantom. Since it was linked to the house I had no perms for, I couldn't make it phantom without turning the whole second story floor phantom, so she sent me a phantom copy of the railing. I unlinked the existing railing and deleted it and replaced it with new phantom and voila. No more blockage.

This leads me to wonder about other reports of Ghost Prims in jira entries and how invisible scultpy parts extending may be to blame all along.

So much ado about nothing.


All the "ghost Prims" I've had weren't sculpties, they were stuff that didn't take/delete right. The key to tell is whether your "selected/sat upon" is bizarrely high.
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Rebecca Proudhon
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Join date: 3 May 2006
Posts: 1,686
07-17-2008 22:05
From: Beezle Warburton
All the "ghost Prims" I've had weren't sculpties, they were stuff that didn't take/delete right. The key to tell is whether your "selected/sat upon" is bizarrely high.


I meant I was wondering if some of these reported ghost prims are really just sculpty extensions like this case.

I don't really understand why the sculpties have these invisible areas around them.
Rebecca Proudhon
(TM)
Join date: 3 May 2006
Posts: 1,686
07-17-2008 22:16
From: Ceera Murakami
I think I know...


A sculpty that has been formed into a staircase or a thin wall or railing often has a bounding box that is much larger than the visual prim..


This is a bingo also:)
Beezle Warburton
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Join date: 10 Nov 2006
Posts: 1,169
07-17-2008 22:29
From: Rebecca Proudhon
I meant I was wondering if some of these reported ghost prims are really just sculpty extensions like this case.

I don't really understand why the sculpties have these invisible areas around them.


The physics engine still thinks they're a sphere.

That's why they have to typically be phantom with a "real" invisible prim to provide the actual collision.
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Rebecca Proudhon
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Join date: 3 May 2006
Posts: 1,686
07-17-2008 23:13
From: Beezle Warburton
The physics engine still thinks they're a sphere.

That's why they have to typically be phantom with a "real" invisible prim to provide the actual collision.


Ah. Is there any way to view them as the physics engine sees them? Does it make a difference if it's made with SL tools or imported into SL?
Beezle Warburton
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Join date: 10 Nov 2006
Posts: 1,169
07-17-2008 23:16
From: Rebecca Proudhon
Ah. Is there any way to view them as the physics engine sees them? Does it make a difference if it's made with SL tools or imported into SL?


I don't know of any way to "see" collision boundaries. Other than something like the freebie popgun to make an outline of it.

Doesn't make a difference where the sculpt was made.
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Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
07-17-2008 23:21
From: Rebecca Proudhon
Ah. Is there any way to view them as the physics engine sees them? Does it make a difference if it's made with SL tools or imported into SL?

All sculpties are imported. They cannot be made within SL.(ETA: The sculpt map is made outside of SL, I mean. The sculpt object is made by applying that texture as a sculpt map, within SL.)

And all sculpties have a physical representation different than their visual.

They may have something other than a sphere (Though sphere is the most common type, I think). Some have a torus physical representation, there are a few types you can have.

And I don't think you can see it's physical representation in any way..though maybe.

You can see the bounding box, though, which is it's very outer limits of where you *might* hit it when walking. To show this, go to Advanced >> Rendering >> Info Displays >> BBoxes


If you don't see the advanced menu, CTRL+ALT+D will show it.

Also, this shows ALL bounding boxes, so it may seem a little cluttered at first. Not sure what the different colours mean..but after looking at it for a bit, you get used to it a little and learn to angle your camera to see what goes where better.

Hope this helps!
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Beezle Warburton
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Join date: 10 Nov 2006
Posts: 1,169
07-17-2008 23:27
From: Keira Wells
All sculpties are imported. They cannot be made within SL.(ETA: The sculpt map is made outside of SL, I mean. The sculpt object is made by applying that texture as a sculpt map, within SL.)

And all sculpties have a physical representation different than their visual.

They may have something other than a sphere (Though sphere is the most common type, I think). Some have a torus physical representation, there are a few types you can have.


Yeah, you can set the type other than sphere via a script.

From: someone
And I don't think you can see it's physical representation in any way..though maybe.

You can see the bounding box, though, which is it's very outer limits of where you *might* hit it when walking. To show this, go to Advanced >> Rendering >> Info Displays >> BBoxes


Ah, very useful, thanks :D
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Rebecca Proudhon
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Join date: 3 May 2006
Posts: 1,686
07-18-2008 01:32
From: Keira Wells

To show this, go to Advanced >> Rendering >> Info Displays >> BBoxes


Hope this helps!



Yes I was looking for that.

At one time, I was totally addicted to Softimage/3D and XSI1.0/2.0 and could just live in my own creations. The idea of sculpties and prim limits hasn't captured my imagination, so I am pretty ignorant about SL sculpty issues.

I made a few sculpties with Blender, but not in at least a year. If I could just import anything made in Softimage into SL, I'd buy the new version of XSI right now. I think SL would have to be built much differently for Softimage to be as useful with Sl, as I would dream for.
Danger359 Nightfire
Registered User
Join date: 29 Dec 2007
Posts: 9
Invisible or ghost prim solutions
08-17-2008 09:52
I had the identical problem two times, and in each a different fix was required:

1. A purchased build was full of invisiprims. The prim count on the built was huge and I was in the process of "deconstructing" it only to find these enormous mega-invisible-prims. I used tools such as LOOKSEE, Magic Bracelet, Deep Scan, and others to identify each one, then delete them - in this case once found (with a beacon) they could be deleted if selected "just so". Each often took many tries.

2. My own build. Possibly as a side effect of creating, moving, deleting some mega-prims (and mega-prims with cutouts), I had an invisible prim that would not show up with view transparent, had no beacon. It did show up using the tools above, but all the information about it (other than its existence) could not be found, usually with the message "object out of range". In this case, a ghost prim I think. Region restart fixed the situation right away - no more ghost prim.

Good Luck

From: Rebecca Proudhon
I am reposting here from tech forum

I put up a prefab house (rented land) and have a small area in the upstairs floor, which my avatar is blocked by and has to walk over, driving me crazy. I can see nothing there in wireframe or with Highlight transparent turned on. It has to be some kind of invisible prim or some kind of bug.

If the object was already here before I put up this new house I hadn't seen it.
What else might it be?
Beezle Warburton
=o.O=
Join date: 10 Nov 2006
Posts: 1,169
08-17-2008 11:59
From: Danger359 Nightfire
I had the identical problem two times, and in each a different fix was required:

1. A purchased build was full of invisiprims. The prim count on the built was huge and I was in the process of "deconstructing" it only to find these enormous mega-invisible-prims. I used tools such as LOOKSEE, Magic Bracelet, Deep Scan, and others to identify each one, then delete them - in this case once found (with a beacon) they could be deleted if selected "just so". Each often took many tries.

2. My own build. Possibly as a side effect of creating, moving, deleting some mega-prims (and mega-prims with cutouts), I had an invisible prim that would not show up with view transparent, had no beacon. It did show up using the tools above, but all the information about it (other than its existence) could not be found, usually with the message "object out of range". In this case, a ghost prim I think. Region restart fixed the situation right away - no more ghost prim.

Good Luck


Invisible prims show up against a semi-transparent object -- I have my work pads set to 2% transparency for this purpose.

A good way to see if you have ghost prims is if your selected/sat upon number is out of kilter in the objects tab in "about land."
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