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way to move transform gizmos?

Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
01-04-2005 16:52
I find it annoying having to move the camera to see the transform gizmos (position/rotate/stretch axis controls). Is there a way to have the gizmo centered in the current zoomed in view or something?
SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
It would be nice but
01-04-2005 17:40
no.
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
12-21-2005 11:47
I added a feature vote for this so please vote for it.
DoteDote Edison
Thinks Too Much
Join date: 6 Jun 2004
Posts: 790
12-21-2005 17:55
If your expanded edit window is opened, you can already do what you want - albeit, more slowly than with the axis controls. But, if for some reason you have a prim selected for edit, but can't get to any of the axis/rotation handles... you can use the up/down arrows next to the precision input values on the edit window (under the object tab). You can also manually enter numbers if you need to be more precise than 0.05m clicks.

This would be another feature request for something that already possible.
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
12-21-2005 23:59
Thanks for the tip--that IS useful, but it would still be nice if the axis transform handles were more intuitively positioned relative to the camera...

Plus, using the rotate arrow buttons doesn't always work correctly; values change and won't go past specific points--it's very odd and annoying. Translation (position) and scaling don't have this problem, though, I don't think--but linked objects tend to screw up when prims are moved (translated) in them. Also, the position arrow buttons can't be used to copy an object...and scaling an object with the size arrow buttons scales it in the middle, whereas the axis scale handles allow scaling from a single axis (non-uniformly) OR all axes (uniformly).

Auto-repositioning axis transform handles would just be much more handy and convienent.
DoteDote Edison
Thinks Too Much
Join date: 6 Jun 2004
Posts: 790
12-22-2005 00:25
Yeah, you've got a good point there. I've run into the problem where the drag handles are too far off the screen. For instance, if I'm working on a torus tah has been cut and hollowed... I need to resize the small inner diamond that forms, but the scale handles are off the screen. Same problem if trying to size just one segment of a large, cut sphere.
Sean Martin
Yesnomaybe.
Join date: 13 Sep 2005
Posts: 584
12-22-2005 11:37
Why didn't SL just have a realistic modeling structure like most Freeware and Open-sorce applications use? Such as Blender.
I know most of those use Python scripting, which I hate, that is completly different than what SL uses to run on apparently. But I don't see why we couldn't have something like vector manipulation within a prim itself.
Then we could all import the most basic file ever created. The DFX file. (Insert cheer here)

The system obviously has them. We can "edit" them with retarded tourcher work arounds.
Even if we were not allowed to bevel and split or add more vector points. We could at least manipulate them to make the exact shapes we want.

They do exist don't they?
In order for anything 3D to work, and object needs points in space to draw lines between and form the illusion of 3D.
Every prim, or object, needs an internal xyz orientation for each vector point it has that makes up the shape.

Why are we not allowed to edit these values?
It doesn't have to be complex. It is just as simple as the xyz positioning of prims.
There must be some common sense reason. :rolleyes:

Addition: Common sense reason as to why we don't have that option.
_____________________
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
12-22-2005 13:01
Supposedly, from what I've read, modelling by vertex/polygon would create a lot more data to transmit, causing downloads to be slower, but I question that. This was my first gripe (forum post) with SL.

Regardless, prim-vs-polygon modelling isn't the purpose of THIS thread, or feature vote topic.
Lightwave Valkyrie
Registered User
Join date: 30 Jan 2004
Posts: 666
12-22-2005 13:09
off topic: but the common sence reason
its 3d streamming data we use prims
cause the client knows how to make
them the server sends only llsetprimpram
to the client not each vector, otherwise we
would have to wait for the render just
like blender you cant get realtime animation
in blender....

on topic: maybe a hud button to set
llsetcameraeyeoffset and llsetcameraatoffset
to get what your editing in view?
ill have to play with this idea cause
even editing avs i have this problem.
-LW