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Rotate linked set around primary prim center?

Zi Ree
Mrrrew!
Join date: 25 Feb 2006
Posts: 723
03-29-2006 04:35
Hi!

I have a linked set of prims that will be scripted to rotate around the primary prim in the set via local rotation. The script works fine, and when I select "Edit Linked Parts" I can rotate the primary with the X/Y/Z numbers in the edit window nicely. Yet, it would be more comfortable to rotate the primary with the CTRL-mouse tool. In "Edit Linked Parts" mode this just rotates the primary, leaving all the rest at where they are (which is intended), in normal mode, CTRL rotates the set around linkset center, which is not what I need.

Is there some other way to do this or am I stuck with the (buggy) number spinboxes in the edit dialog?

Thanks and happy building!
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Zi!

(SuSE Linux 10.2, Kernel 2.6.13-15, AMD64 3200+, 2GB RAM, NVidia GeForce 7800GS 512MB (AGP), KDE 3.5.5, Second Life 1.13.1 (6) alpha soon beta thingie)

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Lord Wishbringer
Registered User
Join date: 3 Dec 2004
Posts: 209
03-29-2006 05:00
I don't quite understand this question.It seems more like a statment,than anything that need answering lol.

What exactly are you trying to achieve?
Zi Ree
Mrrrew!
Join date: 25 Feb 2006
Posts: 723
03-29-2006 05:50
mmh ... Say, I have a lever for a slot machine, made from a stick and a disc, linked together, with the disc as primary prim. The lever obviously is supposed to rotate around the disc where it's mounted to the machine. When I select the lever and invoke "Edit" I can only rotate the object around the center of the whole linkset. What I want to do is rotate it around the primary prim, in this case, the disc, so it won't get detached from the machine it's supposed to be mounted on.
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Zi!

(SuSE Linux 10.2, Kernel 2.6.13-15, AMD64 3200+, 2GB RAM, NVidia GeForce 7800GS 512MB (AGP), KDE 3.5.5, Second Life 1.13.1 (6) alpha soon beta thingie)

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Lord Wishbringer
Registered User
Join date: 3 Dec 2004
Posts: 209
03-29-2006 06:41
From what i have found,the parent prim (the last selected before linking),is the center of the whole linkset. So i don't understand why you're having this issue. Maybe insert a single transparent prim,right where you want the 'lever' to rotate around,and select this single prim last before linking.

Other than that,don't link them,but use a script to detect positions so they all stay inline/connected.

Sorry i can't help more.
Zi Ree
Mrrrew!
Join date: 25 Feb 2006
Posts: 723
03-29-2006 07:03
The parent prim sadly is not the center of rotation when you use the in-world editor. From within a script I can rotate the parent just fine, but this is not what I want to do :)

The transparent prim you are referring to would not be needed, since I already have the "disc" prim which would be my parent.

I'd like to position the lever - to stick with the example - and then memorize the values in the rotation field to use them as various "states" later for a script. It's quite tedious to use the number boxes by hand, since they are not intuitive (touch and move) and they tend to mess up (roll the number up to 90, then flip back to 89 while setting another value to 300, causing a massive jerk in the process, that's the bug I was talking about).

Thank you for your answer!
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Zi!

(SuSE Linux 10.2, Kernel 2.6.13-15, AMD64 3200+, 2GB RAM, NVidia GeForce 7800GS 512MB (AGP), KDE 3.5.5, Second Life 1.13.1 (6) alpha soon beta thingie)

Blog: http://ziree.wordpress.com/ - QAvimator: http://qavimator.org

Second Life Linux Users Group IRC Channel: irc.freenode.org #secondlifelug
Lord Wishbringer
Registered User
Join date: 3 Dec 2004
Posts: 209
03-29-2006 07:22
Well,i hope you find a solution.

Other thing i could mention,which you may already know - when you edit using the boxes where you type in the numbers,the Tab button switches between them.Makes life a little easier.

Good luck. :)
Zi Ree
Mrrrew!
Join date: 25 Feb 2006
Posts: 723
03-29-2006 07:27
That's what I said. Using those boxes is extremely tiresome. For one, you can't see what you are doing, but you have to know in beforehand what numbers you need. That defeats the purpose of having a "touch-and-rotate" interface to get those numbers in the first place ;)

And those boxes are buggy.

Thanks for your wishes! I will post here if I find something :)
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Zi!

(SuSE Linux 10.2, Kernel 2.6.13-15, AMD64 3200+, 2GB RAM, NVidia GeForce 7800GS 512MB (AGP), KDE 3.5.5, Second Life 1.13.1 (6) alpha soon beta thingie)

Blog: http://ziree.wordpress.com/ - QAvimator: http://qavimator.org

Second Life Linux Users Group IRC Channel: irc.freenode.org #secondlifelug
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
03-29-2006 07:36
It would be nice if the editor were to have a toggle for "Rotational Pivot Point" in which you could select "Root Prim Center" or "Object Center". For now, LL seems to have decided to give us the two options each in a half baked way by dividing them between the numbers and the manipulator. Use the numbers, and it's root prim center. Use the manipulator tool and it's object center. I would imagine the plan originally was to allow both to do either, but they just never got around to it. That's the only logical explanation I can think of for the two seperate behaviors.

I don't really have a huge problem with this since it's pretty easy to work around, but come one already, LL. It's been this way for a LONG time now. Isn't it about time to finish what you started here?



EDIT: Oh, and if anyone's wondering what I mean by "work around", I usually get the behavior I want by adding extra prims to an object so I can get the pivot point I want, and then I delete the extras when I'm done. It's a little silly that this has to be done at all, but it's not complicated, and it works.
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