Cylinder rotation
|
|
DrDoug Pennell
e-mail is for old people
Join date: 13 Mar 2007
Posts: 112
|
11-16-2007 09:55
Probably a terribly simple question, but can you rotate a cylinder about one end or the other, rather than from the middle?
I want one end to remain stationary during the rotation.
Thanks,
Doug
|
|
Renee Roundfield
Registered User
Join date: 10 Mar 2006
Posts: 278
|
11-16-2007 09:59
I'm not really sure I'm getting what you're asking, but if you're asking what I think you're asking, you could try rezzing a sphere, dimpling it to at least .50 (depending on where you want the axis to be), and then selecting cylinder. The center of the object should now be at one end.
|
|
Lee Ponzu
What Would Steve Do?
Join date: 28 Jun 2006
Posts: 1,770
|
11-16-2007 10:06
The default for rotation is the center of the object, so you can used various tricks to add invisible parts so the the middle is where you want it to be. Look at those birds and fish that fly around in a circle to see this in action. Soors taht open and lose along one edge use both methods. Look at some door scripts.
It is trickier, but also possible, to use a series of moves and rotates. move the object and rotate it to point at the center of rotation. repeat ad nauseum.
You could also possibly use physics and a series of pushes in the right direction to get something like what you want.
|
|
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
|
11-16-2007 10:26
Easiest way to rotate ANYTHING around a given point is to make a small sphere that is at the point you want to rotate the prims on, and at least temporarily link that prim to the others as the last selected prim (making it the root prim for the linkset.)
You can't arbitrarily choose a point about which to rotate a prim in SL, with the building tools.
It *may* be possible with some sort of scripting, but I rather doubt it.
_____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
|
|
DrDoug Pennell
e-mail is for old people
Join date: 13 Mar 2007
Posts: 112
|
11-16-2007 11:18
From: Ceera Murakami Easiest way to rotate ANYTHING around a given point is to make a small sphere that is at the point you want to rotate the prims on, and at least temporarily link that prim to the others as the last selected prim (making it the root prim for the linkset.)
You can't arbitrarily choose a point about which to rotate a prim in SL, with the building tools.
It *may* be possible with some sort of scripting, but I rather doubt it. Thanks everyone. I think Ceera's first option might work for me but will probably be more work than it's worth. This is what I am trying to do (should have included this the first time - sorry). I have created a fairly convoluted tube using Lex Neva's wonderful tool PipeMaker. I need to link this tube with other tubes. For a variety of reasons, it would be most helpful if I could manually rotate the last pipe in the tube to help align the two tubes. When I manually rotate this cylinder it rotates around it's center. So I then need to move the prim to get it lined up again. If I could have "anchored" one end and just moved (rotated) the other end it would make this alignment process much easier. But thanks to all your helpful answers, I see that this is not really possible. So I'm probably destined to rotate, move, rotate, move, rinse repeat until I get thigns lined up correctly. Thanks, Doug
|
|
Okiphia Rayna
DemonEye Benefactor
Join date: 22 Sep 2007
Posts: 2,103
|
11-16-2007 11:26
From: Ceera Murakami It *may* be possible with some sort of scripting, but I rather doubt it.
Far as I know it is, since there are 1-prim rotating doors
_____________________
Owner of DemonEye Designs Custom Building and Landscaping Owner and Blogger, Okiphia's Life http://okiphiablog.blogspot.com/ 
|
|
Abba Thiebaud
PerPetUal NoOb
Join date: 20 Aug 2006
Posts: 563
|
11-16-2007 13:17
Easy, make it flexi. Moves the rotation point to one end. Once that end is in place, remove the flexi option.
A
_____________________
http://www.ponystars.com/abbathiebaud Pony Up.
|
|
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
|
11-16-2007 17:41
make sphere dimple start .50 (or end, doesn't matter) change to cylinder
now it rotates from the end
_____________________
| | . "Cat-Like Typing Detected" | . This post may contain errors in logic, spelling, and | . grammar known to the SL populace to cause confusion | | - Please Use PHP tags when posting scripts/code, Thanks. | - Can't See PHP or URL Tags Correctly? Check Out This Link... | - 
|
|
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
|
11-16-2007 20:12
From: Okiphia Rayna Far as I know it is, since there are 1-prim rotating doors 0ne-prim rotating doors are cubes cut or dimpled to half-cubes. They still rotate on their center, but you can't see the other half. The suggestion posted here to dimple a sphere and change that into a cylinder is the same effect. It cuts away half to leave the center at the apparent end.
_____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
|
|
Eliphas Mendes
Registered User
Join date: 24 Jan 2007
Posts: 12
|
11-20-2007 07:46
Try to rotate it by setting the numbers in the edit window, not by dragging it around with your mouse. By editing the roration numbers the linked object rotates around the center of the root prim, when you do it with your mouse the whole thing rotates around the center of the the linked object...
|