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Local axis of complex object not root prim? |
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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04-04-2005 16:08
Perhaps my mind is all a mush from too much general forum posting, but is the local axis of a complex object the same local axis as the root prim .. or something else?
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Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :
"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches." |
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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04-04-2005 16:13
Unless something has changed recently, the local orentation of the root prim should dictate the local orientation of the object as a whole.
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
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04-04-2005 16:56
Can you verify if this is still the case, Chosen?
My local axis of the object is the first prim I linked, not the last .. which is supposed to be the root prim. _____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :
"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches." |
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Gurgon Grumby
Registered User
Join date: 2 Dec 2004
Posts: 24
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04-04-2005 17:22
I have been having inconsistant results witht the local axis since the patch, it appears sometimes it is not the root prim...
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Fenix Eldritch
Mostly harmless
Join date: 30 Jan 2005
Posts: 201
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04-04-2005 17:25
It's not. I know first hand after spending hours in game trying to align a simple two prim object to the .5 grid. Unless all prims have the exact same orientations as the root prim, it won't snap to correctly.
From what I observed, SL now ignores the root prim (for coordinate purposes) and makes a new root from the "center" of the whole linkset and snaps it to the grid baised on that. Am I the only one who thinks this is a bad idea? I think the old way was perfect - otherwise, there's not a whole lot of importance in a root prim.... and this pretty much screws up all of my builds now ![]() |
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Olmy Seraph
Valued Member
Join date: 1 Nov 2004
Posts: 502
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04-04-2005 18:18
Center-of-mass based reference frame is largely useless. And using it for direct manipulation but not for numerical editing is completely inconsistent. Please LL, put it back the way it was before.
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Some people are like Slinkies... not really good for anything, but they sure bring a smile to your face when you push them down the stairs.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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04-04-2005 18:46
Can you verify if this is still the case, Chosen? My local axis of the object is the first prim I linked, not the last .. which is supposed to be the root prim. It appears there may be a bug here. I just had an object display a completely werd oreintation. To fix it I unlinked the root, then relinked it, and now the orientation is the way it's supposed to be. If anyone else is experiencing this, I'd suggest following the same procedure to correct the problem. _____________________
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Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested. |
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SteveR Whiplash
teh Monkeh
Join date: 24 Sep 2004
Posts: 173
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04-04-2005 20:34
It appears there may be a bug here. I just had an object display a completely werd oreintation. To fix it I unlinked the root, then relinked it, and now the orientation is the way it's supposed to be. If anyone else is experiencing this, I'd suggest following the same procedure to correct the problem. Yup, I noticed the same thing. Take the *fixed* object into your inventory and re-rez it and it will be screwed up again. Kind of makes building with linked objects difficult unless you just eye it, or relink it everytime. _____________________
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Spider Mandala
Photshop Ninja
Join date: 29 Aug 2003
Posts: 194
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04-04-2005 22:36
It appears there may be a bug here. I just had an object display a completely werd oreintation. To fix it I unlinked the root, then relinked it, and now the orientation is the way it's supposed to be. If anyone else is experiencing this, I'd suggest following the same procedure to correct the problem. Yeah I can verify this one as well, unlinking and relinking seems to fix it, annoying though. _____________________
"There's an old saying in Tennessee, I know it's in Texas, probably in Tennessee, that says, fool me once... shame on... shame on you. You fool me, you can't get fooled again."
-George W. Bush East Literature Magnet School, Nashville, Tennessee, Sep. 17, 2002 |
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Morgaine Dinova
Active Carbon Unit
Join date: 25 Aug 2004
Posts: 968
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Manual assignment of Center of Mass.
04-06-2005 07:17
Center-of-mass based reference frame is largely useless. And using it for direct manipulation but not for numerical editing is completely inconsistent. Please LL, put it back the way it was before. Far better would be to give us a Center-of-Mass object and let us place it somewhere in our builds manually. The system would then have less to compute, and we would have far greater flexibility. _____________________
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