Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

chains

Nyx Divine
never say never!
Join date: 11 Dec 2004
Posts: 1,052
09-17-2005 18:03
Ok I'm working on making a chain. I have a chain I'm happy with, has all the nice 'lil links and such, but they are all in a straight line...of course. Is there some trick to adjusting or moving or bending my chain to actually be a 'curved' chain, or must I painstakingly 'ack' move each small prim link one by one to get the curve I want, say for a necklace? ANY and all info is appreciated:)
_____________________
Yes Virginia there is an FIC!

If someone shows you who they are.....believe them!

Don't be afraid to go out on a limb, because that's where the fruit is!
Angus Kuhr
Dwarf with a Hammer
Join date: 17 Jul 2005
Posts: 43
09-18-2005 15:42
You will most likely need to edit every single prim in the chain. It sucks, but I don't see any other way to do it. Making all the links physical generally makes them fall through one another.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
09-18-2005 17:33
As Angus said, you'll need to place each link individually. Either that or use a script to rez the links in a certain orientation to form a shape.

Do NOT try to make the chain physical, whatever you do. I know people who have brought down entire sims that way. Lots of interlinked toruses plus physics equals VERY unhappy server.
_____________________
.

Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested.
Nyx Divine
never say never!
Join date: 11 Dec 2004
Posts: 1,052
09-18-2005 17:48
Ok thanks U guys, not what I wanted to hear...was looking for an easy out. But after this post I did do a 'lil looking and saw some of the posts about chains and physical, hehe will avoid that.
_____________________
Yes Virginia there is an FIC!

If someone shows you who they are.....believe them!

Don't be afraid to go out on a limb, because that's where the fruit is!
Kirsi Assia
Registered User
Join date: 13 Jul 2005
Posts: 21
Texutre usage
09-25-2005 10:59
make a circle (one prim one object) and get texture kind that is chain wise and there you go? *suggestion*
Ben Bacon
Registered User
Join date: 14 Jul 2005
Posts: 809
09-26-2005 01:20
From: Kirsi Assia
make a circle (one prim one object) and get texture kind that is chain wise and there you go? *suggestion*
Now _that_ get me thinking. Good idea, Kirsi. We often forget how much magic can be done with a good texture.
Nyx, I would extend this idea to two prims. Think of two rings (imagine them on your finger). One sits flat, and quite loose on your finger, but is quite wide (measuring in the direction from the base of your finger to the tip). The other is like the rings of saturn, short, but thick. The two intersect with their centers to form a cross, or plus sign, that is "lathed" around your finger. Now create a texure that has only every second link on it. Apply to both rings, but offset by one link length on one of the rings. This circle can now be cut and stretched to form whatever span and arc you need.
Is this making sense? I can't get in-game at the moment to build an example, but I can upload a piccy in 12 hours or so.
Nyx Divine
never say never!
Join date: 11 Dec 2004
Posts: 1,052
09-26-2005 06:36
From: Ben Bacon
Now _that_ get me thinking. Good idea, Kirsi. We often forget how much magic can be done with a good texture.
Nyx, I would extend this idea to two prims. Think of two rings (imagine them on your finger). One sits flat, and quite loose on your finger, but is quite wide (measuring in the direction from the base of your finger to the tip). The other is like the rings of saturn, short, but thick. The two intersect with their centers to form a cross, or plus sign, that is "lathed" around your finger. Now create a texure that has only every second link on it. Apply to both rings, but offset by one link length on one of the rings. This circle can now be cut and stretched to form whatever span and arc you need.
Is this making sense? I can't get in-game at the moment to build an example, but I can upload a piccy in 12 hours or so.


OK I'm going to have to REread this and study and try what U've said. Still so much for me to figure out.

I get a warm fuzzy feeling when people are so helpful. Thanks all, and a special thank U to Lukas Therian who showed me in-world how HE would do it. I have to try all this out as soon as I can.
_____________________
Yes Virginia there is an FIC!

If someone shows you who they are.....believe them!

Don't be afraid to go out on a limb, because that's where the fruit is!
Alain Talamasca
Levelheaded Nutcase
Join date: 21 Sep 2005
Posts: 393
09-27-2005 10:06
I am fairly new resident, so forgive me if what I am suggesting won't work... I haven't had time to try it yet, and posting the idea here will probably prevent a "BAD THING";(tm) from happening, as would have happened had I tried the linked toruses... :(

What if you have a number of flat disks that are hinged together? Then you apply a "Link" texture to each one. Each link is hinged to the others, so you can adjust more easily...or am I misunderstanding the "Point" setting on the "Hinge" option?
succulent Abattoir
Registered User
Join date: 11 Jun 2004
Posts: 30
09-30-2005 15:27
never use hinge, never
Armath Severine
Teen Grid Ancient.
Join date: 7 Jul 2005
Posts: 282
Err..
09-30-2005 21:21
Yeah, the physics are a bit too loose and spazzy to get away with physics.

I've managed to link about 3 in chain-form before they started falling through eachother, and everyhting else.

I'm sure a good script could get the job done.

Also depends on what you're going to use that chain for.
_____________________

I'm nothing again.