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Large linked builds unlinking?

Cristalle Karami
Lady of the House
Join date: 4 Dec 2006
Posts: 6,222
06-25-2007 19:47
I have a build that is large but not too large - about 25x25 footprint. It's linked. When I rotate it and take it back into inventory, it unlinks by itself! I rotated it from about 270 to 135 degrees. It doesn't matter what degrees, really, because if i pick it up and re-rez it, it unlinks.

Anyone else notice this?
Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
06-25-2007 20:26
This used to be semi-common. Sometimes a link set can link, the way you linked it in world... but every time you rez/delete an object, cross a sim border, whatever, the sim has to mentally rebuild the object... and sometimes it decides, "Ooops, this object is too big to link."

I had thought they had mostly fixed this a couple years ago, but it might be rearing its ugly head again... or it may never have gone away entirely.
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ed44 Gupte
Explorer (Retired)
Join date: 7 Oct 2005
Posts: 638
06-25-2007 20:26
Maybe the largest link distance is greater than 30 M? You need to look at the extreme corners of your house, say, one prim in the corner of the basement, another at the opposite corner of the house on the roof.

Ignoring verticals, the square root of 25 squared by 2 (the hypotenuse) is just over 35, so you need your largest prims in the corners so their midpoints are closer to the rest of the building.
Cristalle Karami
Lady of the House
Join date: 4 Dec 2006
Posts: 6,222
06-25-2007 21:20
It's a 20x20x.5 box, with a couple of 10m cylinders for rounded windows stuck on one end, but path cut - so the center of the cylinders are just on the edge of the end of the box. If I make the big prim the root, it still won't link. The whole thing sits within a 25m footprint. It should link, but won't - not anymore. I can re-rez the original, and it stays linked. But if I rotate it and take it back into inventory, I'm scrood.
Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
06-25-2007 23:26
From: Cristalle Karami
It's a 20x20x.5 box,


If you are using those giant prims, perhaps you should stop using hacks to build things?
Ace Albion
Registered User
Join date: 21 Oct 2005
Posts: 866
06-26-2007 00:41
Rotating breaks the links.

When you rotate a 25x25xBlah object, the measurement seems to be based off the world grid, not the object's own dimensions. Trigonometry steps in.

With a 25x25 object, rotated at 45 degrees, you get an end to end distance in X and Y of over 35 metres, and links break. Sometimes the object explodes into pieces, sometimes scripted linked prims stop working with movement scripts (doors, basically).

To ensure your object can be used in different orientations in world, you have to build under the prim-link distance limits. You can get away with a bit if you have no moving scripted parts, though.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
06-26-2007 09:35
The easiest solution is to link the build in two halves. Just select both linksets at once to rotate it.

I've often had this happen with builds that were close to the link distance limits. Linking smaller groups is the work-around.
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poopmaster Oh
The Best Person On Earth
Join date: 9 Mar 2007
Posts: 917
06-26-2007 15:26
i've noticed that when i Control Shift L a linked object to 'resize it' it unlinks.

is that normal?
Slade Christensen
Liquid Heat CTO
Join date: 25 Dec 2005
Posts: 31
06-26-2007 15:30
CTRL-SHIFT-L is the unlink keyboard shortcut.

As far as the delinking prims, the above solutions seem accurate, I've also tried relinking objects that unlinked and if it says "cant link too far blah" you know it was a fluke that it did in the first place. Try to find new creative ways of relinking.
Showdog Tiger
Registered User
Join date: 30 Nov 2005
Posts: 404
Oh My GOD!
06-26-2007 15:34
From: Ace Albion
Rotating breaks the links.

When you rotate a 25x25xBlah object, the measurement seems to be based off the world grid, not the object's own dimensions. Trigonometry steps in.

Dearly Darling,

This actucually answers a question I was thinking about! I hated Trig in school. That is way I married an engineer! Maneo has to do all the math.

You all have a lovely evening!

Ever Yours,

Mrs. Showdog Tiger
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Cristalle Karami
Lady of the House
Join date: 4 Dec 2006
Posts: 6,222
06-26-2007 18:39
Thanks for the non-condescending answer, Ace, and for everyone who sincerely tried to help.
poopmaster Oh
The Best Person On Earth
Join date: 9 Mar 2007
Posts: 917
06-26-2007 20:55
From: Slade Christensen
CTRL-SHIFT-L is the unlink keyboard shortcut.

As far as the delinking prims, the above solutions seem accurate, I've also tried relinking objects that unlinked and if it says "cant link too far blah" you know it was a fluke that it did in the first place. Try to find new creative ways of relinking.



oops

perhaps its contrl L that does the 'resizing' and i have been hittin unlink shortcut by mistake while hitting it :)
Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
06-26-2007 22:40
nope that is the shortcut for link

hold shift and the white boxes appear
Ace Albion
Registered User
Join date: 21 Oct 2005
Posts: 866
06-27-2007 01:58
I know about this mostly because it bit me in the bum a couple of times. It's not consistent, and sometimes seems to only happen to some people- maybe because when you edit prims, it seems to be done on your computer, and only updates the in-world object when the sim gets round to paying attention to you.

So on the one hand, you have prims that snap back because the sim ignored the edits you thought you just did, and on the other hand, you managed to spin an oversized linkset 90 degrees without it sploding all over the place.

Of course, I split my problem builds into two sections (or more, however it worked out) with the rez-faux. The fun starts when a customer sees their house looks like it will link just fine back into one piece, and they do that...

So I don't know for a fact that the trigonometry is to blame, but it makes some kind of sense to me that it does. A Linden FAQ on this kind of thing would be super handy, though- along with that bizarre formula for linking distances.
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Shawn Ormsby
Registered User
Join date: 19 Oct 2006
Posts: 3
07-02-2007 22:06
I've had a very tiny object unlink itself, no bigger than 1x1 meters with 35 prims total...rez it and it stays together, within a couple of weeks after being left out on the sim it's no longer linked. Still a mystery.
Ace Albion
Registered User
Join date: 21 Oct 2005
Posts: 866
07-03-2007 03:39
The linking voodoo is based on the size of the prims too. 30 metres is mentioned because it's roughly the limit of linked objects with large prims- for smaller ones, especially under a metre in size, it can get really troublesome.

I don't do anything with small prims, but I do know someone who makes avatar attachments who's had problems with distances on small items.
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