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Anya Ristow
Vengeance Studio
Join date: 21 Sep 2006
Posts: 1,243
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08-27-2007 06:22
Currently, re-sizing (stretching) linked objects is a crapshoot. For some objects it doesn't stick. The object snaps back to its original size before or after leaving edit mode.
Is there a work-around?
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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08-27-2007 06:59
Resizing an individual prim in a linked set unfortunately has a very good chance of snapping back, as you described. About 30% odds, in my experience, and no rhyme or reason as to which ones will do that. If you select a single prim in a linkset and resizing it stays, then you're good to go. But if it snaps back, your only alternative is to unlink that prim, resize it by itslef, and then re-link it to the others. And sometimes that can cause a group of prims that were perfectly happy to remain linked to become un-linkable. So I will advise making SURE you have a backup of the linked, un-altered linkset before you try unlinking, editing, and relinking a 'snap-back' prim.
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Creem Pye
Registered User
Join date: 16 Apr 2007
Posts: 34
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08-27-2007 08:36
I'm also having the same problem. Even making a script that should resize the prim using llSetScale() fails every time!
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Lolita Pro
www.PhotosByLolita.com
Join date: 30 Oct 2006
Posts: 273
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08-27-2007 09:00
Another thing to consider is the size. SL won't let you size a prim smaller than 0.01 meters. (there *are* workarounds, but your object has to be built with microprims in the design plan).
If you are shrinking an object, and one of the prims drops below 0.01 meters, then it will snap back to a larger size.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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08-27-2007 09:09
Likewise, if any part in the linkset reaches 10 M in any dimension while scaling upwards, it won't go any farther.
I built a two story tavern once at 1/5 scale, and intentionally designed it so the largest part dimension was 2.000 Meters, and the smallest was 0.010 Meters. That allowed me to streach it to exactly the 1:1 scale (carefully...), and it would stop when that 2.0 M part reached 10.0 M. Then I could shrink it back down to exactly 1/5 scale again, and it would stop when the thinnest part (prim flames), reached 0.010 thick).
If you select multiple linksets (or a really complex linked single linkset) and scale it too fast, it doesn't always scale accurately. Some parts don't quite scale as fast as others, and when part of them reach their limit, the others don't get a chance to catch up. So you have to scale slowly, allowing all the parts to resize gradually.
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Anya Ristow
Vengeance Studio
Join date: 21 Sep 2006
Posts: 1,243
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08-27-2007 11:13
Ceera, I'm not resizing one prim. I'm resizing the whole object.
Lolito, there are no prims near 0.01, and trying to resize such an object does not result in this rubberband effect. If you try to resize an object that has a minimum-size prim in it you'll get a hard stop. You can't shrink the object even a little, or enlarge an object that contains a maximum-size prim.
In fact, here's my trick for using "stretch" to make a precise adjustment...
Say you want to enlarge a linked, multi-prim object precisely 17.4% in all dimensions. First, express it as a factor for multiplication (1+0.174), then invert it (1/1.174) then multiply it by 10 (10/1.174 ~= 8.517). Create a box that size in all dimensions. Use a script if you want to be precise to more than three decimal places. Link the cube to your object as the root prim. If you want the object to enlarge in place, make sure the new root prim is at its center.
Now, use "stretch" to stretch the object to it's maximum size. That is, stretch until you reach a hard stop. Now the new root prim box is 10m and your object has grown by 17.4%. Unlink the box from the object and discard it.
The same technique can be used to shrink an object precisely. First, express your percentage as a factor for multiplication (1-0.174), then invert it (1/0.826), then multiply it by 0.01 (0.01/0.826 ~= 0.0121). Create a box that size in all dimensions. You'll almost certainly have to use a script to set this one. Then link the cube to your object as the root prim. Now "stretch" hard-stops when this cube reaches minimum size. Discard the new prim.
The trouble is, my resized objects are snapping back to their original size. I've gotten them all to work, but only with a lot of linking, unlinking, stretch-it-fast, stretch-it-slow, hold after the stretch, do not hold after stretch experimentation, and nothing seems to consistently work. And we're not talking 30% of the time; we're talking 98% of the time. That is, I have to do this 50 times before it'll stick.
Edit: Make sure you do the resizing on copies of the object, because as Ceera points out, sometimes you end up with an object with some prims resized and others not, and that mess pretty much just has to be deleted.
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Wynx Whiplash
Registered User
Join date: 25 Sep 2004
Posts: 339
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08-27-2007 12:55
I'm going to just add my tips, even though they might not help in the particular case:
1. Set all scripts inside the linked object to not running 2. Turn off snap to grid while doing the resize 3. After selecting the whole thing, don't click the checkbox to edit sinlge prims. That does weird but fascinating stuff 4. Try sizing in smaller increments, a little at a time 5. Turn off all flexi and turn it back on after the resize
Like I said, they might not help if you're simply a victim of lag. But I have found all these things can effect resizing/moving/editing in general. Good luck!
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