Rotation Conundrum
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Del Wellman
Registered User
Join date: 24 Jan 2007
Posts: 168
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11-02-2007 16:56
Can anybody expain? I have built a piece if furniture on my home plot which is rented on a private island. I have written down all the dimensions and angles of the origional piece. I then take the instructions to another sim and try to build my piece, but the angles are wrong. I try another sim but they are different again. I can be as obvious as that X = 3m which sizes the prim from left to right but on at another location it is sized from front to back.
What basic mistake am i making?
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DanielFox Abernathy
Registered User
Join date: 20 Oct 2006
Posts: 212
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11-02-2007 18:06
You're typing the same rotation values into the editor and getting different results per sim?
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Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
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11-02-2007 18:27
It sounds like your chair was facing one direction when you took the values down, but you're trying to build it facing another direction.
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Del Wellman
Registered User
Join date: 24 Jan 2007
Posts: 168
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11-02-2007 18:28
Yes, DanielFox, if the origional was 270 in a different sim the piece can be at right angles to its correct position.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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11-02-2007 23:03
open edit, select your object press shft+x move object to the nearest whole z position make sure ruler mode is set to "world" check "edit linked prims" make sure only one piece at a time is selected take down the roatations cuts and other parameters INCLUDING position for each prim. subtract positions from each prim from the root prims positions this should give you small numbers for all child prims
then go to another sim, start with your root prim, ignore the position info when building each piece use the root prims position + the small numbers obtained above for that pieces position
THEN if you still see weirdness report it as a bug, and let us know =)
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Del Wellman
Registered User
Join date: 24 Jan 2007
Posts: 168
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11-03-2007 17:09
From: Void Singer open edit, select your object press shft+x move object to the nearest whole z position make sure ruler mode is set to "world" check "edit linked prims" make sure only one piece at a time is selected take down the roatations cuts and other parameters INCLUDING position for each prim. subtract positions from each prim from the root prims positions this should give you small numbers for all child prims
then go to another sim, start with your root prim, ignore the position info when building each piece use the root prims position + the small numbers obtained above for that pieces position
THEN if you still see weirdness report it as a bug, and let us know =) Hi Void First i should point out that i am working with Toruses (or is it Torii ) . Will that effect the results? I tried following your instructions and am posting screen shots of the results. The Celtic Moon shot is my attempt to duplicate the two coloured prims from the origional build using your instructions and the TUi sandbox again using your instructions.
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DanielFox Abernathy
Registered User
Join date: 20 Oct 2006
Posts: 212
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11-03-2007 20:07
Del showed me what he was talking about in world and I admit I'm befuddled myself. I'm still not exactly sure what problem he's having, but while helping him I discovered a strange issue with the editor. There seems to be an issue with the SL viewer and copying fields from one prim to another. Check out the attached screenshot I was able to produce from this 'bug' To repro: create a cube, shift drag it along on axis twice - all that is different between the three prims is one axis. Select the first prim, and copy the position along that axis. Right click to select the second prim - notice that the copied value is already here without pasting. Okay, now select a different field, and then back to the same field again. Now the value is still there, and the text isn't highlighted either. Now you can right click and edit continually between all three prims, and they will all show the same exact position. This seems to happen for any numerical field in the editor. It *only* happens if you use right click to select a prim, if you left click, everythings fine. Edit: I went ahead and created a JIRA issue http://jira.secondlife.com/browse/VWR-2961
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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11-03-2007 20:40
lol I'd say that's a confirmed bug...
I'd say off to Jira with it...
out of curiousity, if you move the copies by the handles and then ctrl+z back, do they retain their wrong copied positions? do they revert to the position shown?
even weirder I can't repo this bug using daniels instructions, but I'm also on the Nicholaz viewer
sorry to make you jump through all those hoops, it was just an effort to rule out any silly mistakes (like I constantly make)
another curiousity, do the setting on the create tab affect prims copied using shift+drag-move-handle? doesn't in this viewer. (in fact rotate copy does nothing, even using the create wand, odd I'm sure that worked before)
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Del Wellman
Registered User
Join date: 24 Jan 2007
Posts: 168
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11-04-2007 05:13
Thanks for all the interest guys. The problem I have is that I want to teach others to build my furniture and I will not know what viewer they will be using. I would just enter the possitions etc from my demo build and get them to copy. Each time I have done this myself the various prims do not line up as in the demo I am taking the figures from. It is driving me round the bend!!
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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11-04-2007 21:41
only thing I can say is maybe don't use shift drag for demo instruction builds? or does maybe taking the item into inventory and then rezzing a copy put the correct #'s in the fields?
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