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Changing shapes?

Gin Clayton
Writer
Join date: 12 May 2005
Posts: 76
05-24-2006 15:46
Since this update when I tried to hollow out some shapes. It turned them into a totally different shape. For example I tried to hollow out a cylinder and it turned into a triangle...I don't remember this happening before. Anyone else have this problem?
Angela Salome
Registered User
Join date: 6 Oct 2005
Posts: 224
05-24-2006 22:12
From: Gin Clayton
Since this update when I tried to hollow out some shapes. It turned them into a totally different shape. For example I tried to hollow out a cylinder and it turned into a triangle...I don't remember this happening before. Anyone else have this problem?


Have you accidentally changed your "Hollow Shape" default into a triangle?
Esch Snoats
Artist, Head Minion
Join date: 2 May 2006
Posts: 261
05-24-2006 23:11
Actually I've noticed this too. Some settings get tweaked when you change things around when they shouldn't. I took a cylinder and made it hollow, but by just changing that one setting, all of a sudden the thing turned into a cone because for some reason the Taper settings changed on their own too.

E
Itchy Stiglitz
Mostly Harmless
Join date: 24 Apr 2006
Posts: 23
05-25-2006 07:16
I had the same thing happen the other day. I tried to make a cub hollow and it turned into a triangle. It only happened the one time so I figured it was a glitch.
Phil Moore
Sweet Piece
Join date: 30 Apr 2006
Posts: 32
Same, but different
05-25-2006 14:09
Last night and again today, I've been working on a few objects I started before the 1.10 update, and have had some very strange behavior from the tools.

I've had it do this 3 times, so far. It seems that changing the path cut number changes the shape of the prim, entirely. And no, I didn't accidentally change something I didn't intend to. If that were the case, it would be easy enough to recover the original shape.

The strange part is that nothing else has changed in the spec's aside from the one decimal point. Primamry shape and hollow shape claim to be the same as before, but the prim goes through a radical shape change and is not recoverable. 3 instances of delete and rebuild is enough to frustrate me - especially after being so close to finished.

After having things set almost perfectly - and attempting to fine tune, it's a real pisser to have my prims just transform into something essentially useless. I feel like I should stop building until I can rely on the tools to act as expected.
Dianne Mechanique
Back from the Dead
Join date: 28 Mar 2005
Posts: 2,648
05-25-2006 14:44
I was building all last night and I also saw this happen.

I was tapering a cube and entered a .001 difference in one of the taper boxes and *boom* the entire cube jumped into a pyramid shape.

The numbers in the boxes still said it was a cube with a tiny difference in the taper, but on screen I was looking at a pyramid. Even after I deselected and reselected the object several times, it still showed as a cube by the numbers and a pyramid to the eye. I had to actually enter the numbers that would have corresponded to the pyramid and then pull them back to normal to get the cube back.

The behaviour of several of the tools seems to be changed also, lots of wacky stuff going on. The thing that bothers me the most is the default behaviour of the rotation rings (rotate with grid), has been changed. There is some kind of automatic motion to a certain radial going on. Hard to define what it is but it's probably one of those "automatic for idiots" features they like to add. All I know is I know have to rotate twice as much to move something around and what used to be one motion is now at least two.

On top of that there is a bug in whatever they changed about the "rotate using grids" feature. Under certain conditions while pulling on say, the blue ring, ... all three rings or axis are moved (no I didn't grab the white one by mistake).

On top of *that*... twice, I watched while a simple touch-drag on one of the rings, sent my work spinning like a top, rotating around so fast it looked like a gyroscope. The first time it happened I thought someone had dropped a fast rotation script in my prim. :eek:

After watching it spin a while, there was nothing to do but let go, leaving it impossible to figure out what the heck the original rotations were. :mad:

I won't mention the disappearing prims, thats on another thread already. I hope Torley or someone is reading this as I made no bug reports.
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
05-25-2006 22:20
^ I read it. I'll post back if I personally experience this, or hear of someone else who does. If this is reproducible, chances are good we can get a lock on it to be fixed.

I'll be keeping my eyes out, Dianne.

If anyone finds a way to do this over and over reliably, please do not hesitate to do this inworld: HELP menu > REPORT BUG. Thank you!
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Rez Menoptra
Registered User
Join date: 29 Nov 2005
Posts: 69
05-26-2006 00:37
The crazy spin seems to happen to me only in Reference Ruler mode. And then most of the time when I've either not selected a reference grid/prim recently (like, say, since I opened the build menu that time), or when my reference grid/prim has been forgotten for some reason (crossing sim border, logout).

Can't recall it happening in local mode, but after it happens in reference mode, you can sometimes make the weird "rotate all the rings and the grid too" bug happen in local mode. This seems to be immediately following the crazy spin.
Sam Brewster
Registered User
Join date: 20 Feb 2006
Posts: 82
05-26-2006 14:55
I've also had the same problem with changing shapes of prims. Additionally, I've also had problems with changing rotations of linked object. When I rotate a linked object in more than one axis, upon exiting edit mode, the object will snap to a completely different rotation than either the original or rotated vectors. Same thing happens when I enter specific degrees for rotation in the build dialog box. Anyone else experience this problem?
Richie Waves
Predictable
Join date: 29 Jun 2005
Posts: 1,424
05-27-2006 18:03
yup.. this has been happening to me today a bit.. also a few anomalys with the torus when I try to change the hole size >.<
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Tuber Potato
Registered User
Join date: 26 Jan 2006
Posts: 57
06-10-2006 13:21
This happens to me a lot.

About the only thing I can add to the discussion are these facts:

I find that if I create a prim, hollow it out, and then size it, everything seems ok.

When I size the prium first, and then decide, o yea, it needs to be hollow, the very first click on the hollow setting changes the prim to a cone/pyramid.

Also, this only happens to me when at least one dimension of the prim is at 10 meters. However, today I duplicated a 10x10x10 box that was at 95 hollow, and everything was fine. Then I went to UNhollow it and WHAM it went to a pyramid. So this problem is true in the reverse as well.

Tuber
Psyra Extraordinaire
Corra Nacunda Chieftain
Join date: 24 Jul 2004
Posts: 1,533
06-11-2006 09:29
The Torus is nearly useless currently if you mess with the hole size...

Create a default Torus.

Alter the hole size in any way.

The torus squishes down to the equivilent of 0.01m in height.... yet it still retains its 0.5m mark.

Now stretch vertically and just TRY to make that torus 10m tall. You'll get a stretchbox
0.5m x 0.5m x 10m .... but the torus itself will end up roughly the same size as the default torus. :(

Generally speaking, toruses are hosed. Thankfully I've been recently using flexi-cones for building things requiring a circular tapered torus, but for claws and stuff this doesn't work. very rarely the torus prim will give a "Pieces too far apart" linking error. We need help! :>
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Cyann Ornitz
Registered User
Join date: 1 Nov 2005
Posts: 8
06-13-2006 23:37
The torus get's that way because the X hole size changes to 0.05 when you try changing anything else. just change it back to 1 and it will get back its thickness.

All shapes have these kind of bugs these days. Just keep an eye on the taper values and change them back to 0 if the prims get messed up.
Julia Banshee
Perplexed Pixie
Join date: 16 Jan 2006
Posts: 97
06-14-2006 07:50
Yah, the prims are never destroyed, you can just change back whatever got changed to fix them. However, since you didn't make that change to begin with, it can be difficult to figure out what parameter it was.

I've sort of resigned myself to the fact that any time I edit a prim's parmeters after opening the edit window, the first change is going to induce two more somewhere, and I'll have to hunt them down and put them back. Usually it's Taper X and Y, so that's an easy one to find...
Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
06-14-2006 08:25
This happens every time to me: when I hollow a cube, it immediately turns into a pyramid, with both taper values jumping to maximum. It's restorable but a serious pain.
hurly Burleigh
Registered User
Join date: 19 Sep 2005
Posts: 167
06-14-2006 09:44
I have the problem too and have reported the bug although as yet i have not received any feedback on a bug when i have reported on:((.

Is this normal or are the Lindebs just ignoring me in particular?

Its easy enough to reset the settings that have changed but is a pest when it does it constantly. it adds a lot to build times


GET IT FIXED LINDENS!!!!!!!!!!
Stephen Venkman
Same Page Beach
Join date: 1 Apr 2006
Posts: 31
Hollowing out issue with prims
06-14-2006 10:36
Since I'm pretty new at building, I thought it was something I was doing wrong.... good to know the veterans out there are having the same issues with the hollow turning one thing to another.