Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Exact Linking at edges

Oije Fugazi
Registered User
Join date: 28 May 2006
Posts: 2
05-29-2006 13:55
Does there exist a method to link Primitives exactly together. My problem ist that the origin of a primitive is always in the center of it. But what to do when I want to put to corners or edges together??

My actuall method is to us a calculator. This is easy as long as the edges were orthogonal. But as soon as I use e.g. Tamper Methods then this gets too complicated.
Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
05-29-2006 13:57
Calculator here, and a good eye.
_____________________
http://siobhantaylor.wordpress.com/
Miriel Enfield
Prim Junkie
Join date: 12 Dec 2005
Posts: 389
05-29-2006 18:43
From: Siobhan Taylor
Calculator here, and a good eye.

This is what I do, too, though for smaller things I'll often just use my eye. That said, SL doesn't do a spectacular job with "exact." Even if the numbers say things are lined up, you can still get visible seams, and these may be difficult to impossible to correct by hand.
_____________________
Kliger Dinkin
Registered User
Join date: 22 Apr 2006
Posts: 46
05-30-2006 01:07
My unscientific response is that prim_tolerence (the ratio between actual_object_parameters + perceived_object_precision) is low enough to rely on "eyeballing" object alignment for small objects, and using a calculator for larger object alignment, especially when the edges are not parallel to the "world" coordinate system. Also, using the Create> Copy selection is a great tool for aligning prims...

//Kliger
PetGirl Bergman
Fellow Creature:-)
Join date: 16 Feb 2005
Posts: 2,414
05-30-2006 01:39
I wrote this (with ”some” help by my GF:-) and putted it in a note card in my GNU projects... as a suggestion how to MAKE it... easier..


****

Even after a year as builder in SL I am still far from perfect, or a master … but I have a few hints to share, that might help you with your own efforts in building, no matter what you build or create.


First, get your numbers right!
It is easy to position and shape most prims with the mouse. Of course you can do this. I still suggest to look at the numbers defining the shape in the EDIT dialog box. Position the prim at coordinates with “nice numbers” like 210.00, 45.00 or 52.00. Don’t use “crude” numbers like 21.425, 45.147 or 51.253.

The same goes for sizing: Make the dimensions of your prims something like 0.2, 0.25, 0.4, 0.5, 1.0. 2.0 etc. Believe me, it will make the job much easier in the long run. And if you want to change position or dimensions, why not change the numbers directly in the edit-dialog? Yes, the mouse is convenient to use but it can lead to little errors and crude numbers fast.

If you want to use the mouse, please use the grid! It is easy: whenever you drag an object or its edges, moving or resizing it, mover the mouse over the white gridlines which appear to the sides of the object. This makes sure, that position and dimensions stay “nice”.

Plan ahead!
I often sketch (No I CAN’T draw!) the things I will build/designed on paper first. Creating objects in Second Life is nice but sometimes it makes sense to do a little planning – not for everyone. I know of designers, who start from scratch in SL. Just try out which style of work suits you best.

Some plan on paper makes it easier, to “get the number right”, btw. If you have an object build from many different prims, these prims have different dimensions usually, height, width, thickness. All have to fit together (NUMBERS again). It is hard to remember all those numbers. Writing them down besides a scribble of the object can make (second) life so much easier.


*****

Good Luck!

/Tina - EXAKT bad with math and spelling *sob* - BUT EXAKT at building.
_____________________
Jim Lumiere
Registered User
Join date: 24 May 2004
Posts: 474
05-30-2006 14:31
Petgirl,

This is a very nicely written summary. Thanks :)