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Getting rotations right.

Hg Beeks
llGetElement(80);
Join date: 13 Apr 2006
Posts: 134
11-27-2007 11:17
Alright, I've been trying and trying to fight with this thing, and I'm giving up. I was trying to design a building with slanted windows, leaning 15 degrees out from the floor. This is all well and good until I get to parts where the floor becomes a 45 degree angle, and getting it to be 15 degrees x or y and 45 degrees z is impossible. Does anyone have a suggestion on how I can get these right? Doing a world rotation usually messes everything up, and I can't figure out what to fix because by the time it's done, nothing is a clean rotation.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
11-27-2007 11:31
Set the ruler mode to World. Turn on Use Grid. Grab your object that was rotated 15 degrees on X or Y, and snap it to the 45 mark on the rotational ruler (or maybe we should call it a protractor).
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Dytska Vieria
+/- .00004™
Join date: 13 Dec 2006
Posts: 768
11-27-2007 11:39
You can temporarily rotate the floor section back to 0-degrees, then line up the window section to it. Next, link the window section to the floor section, then, rotate the floor section back to 45-degrees.
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Hg Beeks
llGetElement(80);
Join date: 13 Apr 2006
Posts: 134
11-27-2007 11:50
From: Dytska Vieria
You can temporarily rotate the floor section back to 0-degrees, then line up the window section to it. Next, link the window section to the floor section, then, rotate the floor section back to 45-degrees.

I don't know why I didn't think of this; I'd used it repeatedly on other projects. x.x
Thanks for the reminder.

First time I tried the world grid rotation, it was wonky, but when I did it again, it came out with the same as the above's results.
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
11-27-2007 12:32
Or rez a brand new cube prim, which by default is zeroed on it's rotation. Temporarily link that as root to the prim you're trying to rotate. Unlink when done and discard the temporary root prim.
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