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Builders - Please Read - Re: Local Axis Issue Solution

Heart Wishbringer
The One & Only "Heart"
Join date: 22 Nov 2004
Posts: 284
10-25-2005 13:42
Hi.
For the past 5-6 months, Joe and I have been frustrated to no end, by the Local Axis being off on things we build. We would complain to the lindens, and no one really understood, not even them. It was hard to explain, but basically, when building an item with a lot of prims, and linking them, the local axis which is supposed to follow the axis of the parent prim ( last prim selected to be linked ) quit working. This happened many updates ago.

Well after hearing Joe complain to many people, lots of other builders, me, and lindens, without anyone understanding him or coming up with a solution, I decided to try to figure it out... I told him I could figure it out with a simple experiment. I laid out some prims, rotated them all differently, linked them all, then numbered them all, I kept the parent prim perfectly straight. I picked the parent prim then checked the local axis. I noticed it was again off center. :p I went through the process of checking each child prim, tilting and turning them until I figured out which of the child prims the local axis was now following... and Viola, I figured it out!

Local axis was following not the parent prim, but the first child linked which it should not be doing.

In essence what has happened, a few updates ago, is that in the SL programming the parent prim is now the first prim selected, and not the last.

Easy solution, is to now not think of the last prim as the parent, but the first, but only for axis issues.

For some reason, the last prim still acts as the parent in naming and such, but NOT axis.

Now if you build up a whole object from one prim and never change it's rotation on all planes you wont notice this, try to build something with different rotations and link them all and you will see what I mean.. or even more simply...

1) lay out two prims a box and a sphere.
2) make the box the parent prim when you link them
3) go to edit, select edit linked parts, so you edit only the child prim... and look at local axis, rotate the sphere ( child prim )
4) see how this effects the local axis?
5) now doing same thing ( edit linked parts ) rotate the parent prim.. see how this doesn't?


A programming error, so from now on when building think of the first child as the parent until they can figure out how to fix this error.

Heart

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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
10-25-2005 14:55
Thanks for the info, Heart.
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Bertha Horton
Fat w/ Ice Cream
Join date: 19 Sep 2005
Posts: 835
10-25-2005 23:25
This actually happened to me! I made a sphere and moved it on the X axis about 1/3 meter, but only the axis moved while the sphere stayed put! This was very disconcerting. It wasn't linked to anything either. I had to Ctrl-Z again and again until it stopped doing that.
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Tateru Nino
Girl Genius
Join date: 13 Sep 2005
Posts: 312
10-26-2005 00:41
This is the same issue that plagues(plagued?) llRezAtRoot().
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Heart Wishbringer
The One & Only "Heart"
Join date: 22 Nov 2004
Posts: 284
Parent Prim No Longer Last Prim Selected : Axis
10-26-2005 01:01
Well my post was to point out that when you link a group of prims, the first prim linked was taking over being parent rather than the last prim when rotating or positioning the set of prims on the local axis. Local axis was, and should always be set to be the axis of the parent prim. Local axis was prior to an update about 5-6 months the main prim in which you'd position the entire multi prim object. For example... when building hair a lot of designers would end the hair design with one ball right in the middle of the head, they'd link all the hair pieces before linking to that final ball which was always purposely set balanced, this was done so that the hair would be able to be easily adjusted on the head. However, what is now happening, is the last prim is not the one upon which we can rely to keep that balance. All prims are not following the last prims axis anymore. When you build now, all prims are following the very first prim that is linked, or rather the first child prim. This may be ok, if the first child prim is balanced on the x,y,z axis, but if it is not, the local axis will adopt whatever axis that child prim has.

This can be frustrating for scriptors as well, because although in all other cases ( naming the set of prims for example ) the last prim remains the parent, but upon editing the set of prims and rotating them as a whole, the entire object of prims turns on the axis of the child prim.

I'd guess that programmers in the game, trying to move the object using scripts may find that their objects are moving oddly, and not moving on the proper axis, perhaps the object is acting as if the axi are all off balance.

Again, this is because the axis is not where it should be under Local Axis.

As I said before, link 2 prims and move them both under edit individual and have local axis on and you can see which one of the prims is causing the axis to be changed. It will show that the parent prim is no longer holding the x,y,z axis in local as it should be. So to remedy this, just build as if the first prim is the parent prim from now on, and the last prim just holds the name of the primmed object. Then, you'll be fine.


Heart
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Our Story: Google Rhonda Lillie & Paul Hawkins

We appeared on TV, in Newspapers, and Magazines all around the UK. All because of a dream to be together in real life, after meeting in Second Life.
Jesrad Seraph
Nonsense
Join date: 11 Dec 2004
Posts: 1,463
10-26-2005 01:13
*bump*

Very important notice, thanks Heart :)
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Copper Surface
Wandering Carroteer
Join date: 6 Jul 2005
Posts: 157
10-26-2005 02:11
Hear, hear. I had suspected something like this, but attributed it to my dubious building skillz after reading the wiki.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
10-26-2005 08:31
From: Bertha Horton
This actually happened to me! I made a sphere and moved it on the X axis about 1/3 meter, but only the axis moved while the sphere stayed put! This was very disconcerting. It wasn't linked to anything either. I had to Ctrl-Z again and again until it stopped doing that.

Bertha, what you're describing is an entirely different bug. Best I can theorize, it's a glitch either in the cache update process, or in the graphics. You tell an object to move by the numbers, you see the manipulator move, but the object appears to stay put. In actuality, the object has moved but for whatever reason, the viewer is too lazy to redraw it just yet.

Next time it happens, do this. Touch one of the up/down arrows on the rotational settings, any one of them, doesn't matter which. As soon as the rotation changes by one degree, you'll see the object snap to the location it's supposed to be in. Then just click the opposite arrow to set the rotation back to normal. It takes all of about 1/10 of a second, and it works every time. Apparently, when location and rotation both change, the viewer will always redraw, but when it's just location, it will only sometimes redraw.

I hope this was helpful.

Anyway, I'd suggest you re-read the original post. The bug described there is much harder to deal with. Both are annoying, but one is just a temporary client-side illusion, and the other is a systemic problem with much larger implications, affecting scripts, building, physics, etc. The information Heart provided is a tremendous help.
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Tengu Yamabushi
Registered User
Join date: 25 Sep 2005
Posts: 191
Thank you!
10-26-2005 08:42
Like others in this thread I've been bitten by this issue, but had chalked it up to my misunderstanding/misapplication of what I've been able to glean from the Ivory Tower, Wiki, and other sources.

Thanks to your post, I'm sure I'll be much more productive (and less frustrated!) during building.

/me bows deeply

- Tengu Yamabushi
Omaire Abattoir
O-Magine
Join date: 26 Jun 2004
Posts: 86
10-26-2005 10:01
Awesome information, TY!

O
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