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Making Chain...

Liberty Akula
Registered User
Join date: 18 Nov 2005
Posts: 12
11-27-2005 14:21
^ the title ^
how do i make chain? =)
Noel Marlowe
Victim of Occam's Razor
Join date: 18 Apr 2005
Posts: 275
11-27-2005 15:28
Like what type of chain? A length of chain? Chain jewelry? Maille?
Liberty Akula
Registered User
Join date: 18 Nov 2005
Posts: 12
11-27-2005 17:01
i guess a length chain, like for construction
Noel Marlowe
Victim of Occam's Razor
Join date: 18 Apr 2005
Posts: 275
11-27-2005 17:40
Well... Two ways to go about it that leap right to my mind. One is create two long, thin, rectangular prims. Have them perpendicularly cross each other along their long axis. These two prims with have a chain image on them that is partially transparent (alpha channel). You will offset the image on one prim, so it looks like the chain links are interlinking. Since the prims are perpendicular to each other, you should always see an image of at least one chain. That is the easy two prim method.

The other way is to make a torus (rounded) or hollowed cylinder (hard edge) for each link. Depending upon your length of chain, this can use up a lot of prims. I wanted to check to see if there were any quick tricks to get two or more links per prim, but another builder may chine in.
Alain Talamasca
Levelheaded Nutcase
Join date: 21 Sep 2005
Posts: 393
11-27-2005 18:13
If you take the second path ... using several single tori or rings, do not, repeat: DO NOT make them physical.

I know it is tempting to get the catenary arc automatically and get all the whizzy amusing realistic qualities that having your chain be physical can do, but it can also crash the sim just by being there. The physics engine, we are told, is not quite robust enough to handle physical chains.

The technology exists at the bleeding edge of simulations science, but not THIS bleeding edge.
_____________________
Alain Talamasca,
Ophidian Artisans - Fine Art for your Person, Home, and Business.
Pando (105, 79, 99)
Ricky Zamboni
Private citizen
Join date: 4 Jun 2004
Posts: 1,080
11-27-2005 18:50
From: Alain Talamasca
If you take the second path ... using several single tori or rings, do not, repeat: DO NOT make them physical.

I know it is tempting to get the catenary arc automatically and get all the whizzy amusing realistic qualities that having your chain be physical can do, but it can also crash the sim just by being there. The physics engine, we are told, is not quite robust enough to handle physical chains.

The technology exists at the bleeding edge of simulations science, but not THIS bleeding edge.

How about making each link physical and using nonroientable surfaces (i.e. Mobius strips)? Any bets on how many you could link together before the sim melted? :eek:
Noel Marlowe
Victim of Occam's Razor
Join date: 18 Apr 2005
Posts: 275
11-27-2005 18:53
I know there was a reason why I skipped suggesting turning on physical and seeing how many he could link together. ;)
Alain Talamasca
Levelheaded Nutcase
Join date: 21 Sep 2005
Posts: 393
11-28-2005 04:54
From: Noel Marlowe
I know there was a reason why I skipped suggesting turning on physical and seeing how many he could link together. ;)


fair enough, but as a learning builder, it was the natural next step for me, and is for many who are seeking realism in their builds. If there had not been someone to warn ME, there would have been an accident. I am just trying to return the favor.
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Alain Talamasca,
Ophidian Artisans - Fine Art for your Person, Home, and Business.
Pando (105, 79, 99)
Katier Reitveld
M2 News Manager
Join date: 13 Sep 2005
Posts: 412
11-28-2005 06:17
The third option, usually reserved for jewelry and suchlike, being particles. Probably not really suitable for a Perminant chain in a structure but worth remembering none the less.
Bond Harrington
Kills Threads At 500yds
Join date: 15 May 2005
Posts: 198
11-28-2005 06:49
There's a fourth option as well: use a texture for the chain.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
11-28-2005 12:49
From: Bond Harrington
There's a fourth option as well: use a texture for the chain.
That was the first option.

(cue music: the circle of life)
Liberty Akula
Registered User
Join date: 18 Nov 2005
Posts: 12
11-28-2005 13:11
i dont have a chain texture.. anyone know where to get one.. looked on slboutique..
Noel Marlowe
Victim of Occam's Razor
Join date: 18 Apr 2005
Posts: 275
11-28-2005 13:28
You might try Google Images. You should find more than enough suitable images there. Now the trick is, is that you only need two links. Because, you can repeat (tile) them along the length of the prim.

This next step if going to require some work with either Photoshop, Paint Shop Pro or the GIMP. To make the image (or texture) suitable for use, you will need to change the background of the image or to be transparent, so that only the chain appears on the prim. The trick to doing that is usually in one of the posts in the Design and Textures forum dealing with Alpha Channels.
Krazzora Zaftig
Do you have my marbles?
Join date: 20 Aug 2005
Posts: 649
11-28-2005 14:25
Why do I see the next griefer ball being flying chains now?
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Liberty Akula
Registered User
Join date: 18 Nov 2005
Posts: 12
11-28-2005 17:03
*confused*.....
oh well...
Briana Dawson
Attach to Mouth
Join date: 23 Sep 2003
Posts: 5,855
11-29-2005 11:08
I can show you how to make tiny chains (and other tiny prims).

I'll contact you in-world unless you IM me first :)

Briana Dawson
Bond Harrington
Kills Threads At 500yds
Join date: 15 May 2005
Posts: 198
11-29-2005 12:57
From: Argent Stonecutter
That was the first option.

(cue music: the circle of life)


Duhr. :p

Sure does show me not to skim through one of these threads.