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Joints in Second Life

Ace Cassidy
Resident Bohemian
Join date: 5 Apr 2004
Posts: 1,228
06-10-2008 20:26
No!!! Not the smoking kind... the kind I used to use occasionally when building.

Does SL even have the capability of using "joints" when connecting prims anymore?

I have only recently gotten back into building and prim-crafting after a long hiatus from SL. Back in the day, we had a "joint" option for connecting two prims. I remember building a rather kewl looking skeleton that was hanging from a noose connected to a gallows with a "Joint".

But when I went, today, looking to try and do something similar, I didn't see the "Joint" option under Tools on the menubar anymore. I did some searching in the Knowledge Base and did some googling, and it looks like this has disappeared.

I know they never worked all that well, and were not as functional as might have been hoped, but I'm hoping that they haven't been completely removed from our toolkit.

Is this the case?

- Ace
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Renee Roundfield
Registered User
Join date: 10 Mar 2006
Posts: 278
06-10-2008 20:41
They were removed from the toolkit. I never used them, but I remember that they were removed. A set of wind chimes I had had to be updated to do without.
Nexii Malthus
[Cubitar]Mothership
Join date: 24 Apr 2006
Posts: 400
06-10-2008 20:47
I found it incredibly discouraging that they took out the joint option. My entire monorail project got abandoned when nearing completion due to my physical turntables being unable to be recreated to effectively turn around heavy monorail trains.

There were also a few cool vehicles I had ideas for such as a tank with a jointed turret which would have been superb fun to use and in my very honest opinion a lot less laggy than alternatives such as artifical joints of two seperate vehicles following each other in a tight timer/sensor repeat.
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Osprey Therian
I want capslocklock
Join date: 6 Jul 2004
Posts: 5,049
06-10-2008 22:18
I'd like them back, too. I only used them a little, but they were interesting. Andrew said they'd be back after a while.

*waves at Andrew*
Atom Burma
Registered User
Join date: 30 May 2006
Posts: 685
06-12-2008 08:05
I asked this last week, and got the 'no that's impossable' response. I run an amusement park and needed a pivot in a build. You can script a pivot as well, took me a week to figure out how, but you can.

This is just a piece, but this is how I managed, this is a 45 degree pivot.

llSetRot(llEuler2Rot(<0, 45, 0 * 1>;) * llGetRot());
llSleep(1);

You can hopefully figure out the rest.