Joined Meshes - small problem
I started experimenting with joined meshes and ran into a tiny (fixable) problem.
I created two cylinders one centered at -0.5 units (z-axis) and the other at 0.5 units. I then joined the two objects, set a seam at z=0 and applied a modifier to taper the whole thing. See screen image below.
I then baked the sculpties and exported the whole thing which generates a script. Uploaded sculpty maps to SL, created a prim and put two maps into the contents of that prim. Created a new script and copy/pasted the script saved from Blender into it.
I touched the generator prim and two linked tapered cylinders were created. BUT there was a gap between them! See result - red cylinders on result image below
I looked at the blender created script and found these lines:
"if ( tI == 1 ) { llSetLinkPrimitiveParams( 2, [ PRIM_TYPE, PRIM_TYPE_SCULPT, "Cylinders.001", PRIM_SCULPT_TYPE_CYLINDER, PRIM_SIZE, < 1.00000, 1.00000, 1.00000 >, PRIM_ROTATION, < 0.00000, 0.00000, 0.00000, 1.00000 >, PRIM_POSITION, < 0.00000, 0.00000, 1.00000 > ] ); addPrim( "Primstar" ); }
else if (tI > 0 ) { llSetLinkPrimitiveParams( 2, [ PRIM_TYPE, PRIM_TYPE_SCULPT, "Cylinders", PRIM_SCULPT_TYPE_CYLINDER, PRIM_SIZE, < 1.00000, 1.00000, 1.00000 >, PRIM_ROTATION, < 0.00000, 0.00000, 0.00000, 1.00000 >, PRIM_POSITION, < 0.00000, 0.00000, -0.50000 > ] ); llBreakLink( 1 ); }"
For " tI == 1 " the prim position is being set as < 0.00000, 0.00000, 1.00000 >. Changing that to < 0.00000, 0.00000, 0.50000 > produces the desired result - blue cylinders in result image below.
So my question is - am I screwing up or is there a bug somewhere?
gryff:)
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| result.jpg | 62.08 KB |

joined meshes same result
Tested too, same result. But I'm not so sure how much joined meshes are supported and implemented by now, I asked about it to Domino in the office hours, yesterday, maybe it appears in the summary.
Location bug fixed
Should be ok in 0.9.31 - let me know if there's any more problems.
Location test update
I repeated the test with the new version - worked fine. So I thought I would give it a tougher test - 3 sculpts and three different shapes and sizes. Seems to work fine see first attached image for both results!!!
As an aside, when I was at the "office meeting", I noticed 2 picnic tables on the patio - 17 prims each I think. If ever I saw a possibility for your original blocks.blend a picnic table was it! See the second attached image for the result.
Now I realise that a one prim picnic table complicates having more than one person sit at it - but it is doable with careful scripting
gryff
picnic table sitting scripts
"...Now I realise that a one prim picnic table complicates having more than one person sit at it..."
Somebody already did it and it's 0L called "1.0a Speedy Sitter GNU VERSION + Pack MocapData assise volume 1"
You can get it at this location: http://slurl.com/secondlife/Bunzi/30/49/70 follow the red sl viewer's pointer, it's downstairs with some more freebies.
Of course you can code your own, anyway... Your choice.
Yeah most of my builds are old school :)
I've not done a lot of building since starting Primstar, coding and support on it took the majority of my free time. Since the problems with my wrist it's taking nearly all my time!
So you won't find many items I've made updated to sculptie versions. Though come January that's likely to change. Donations are still US$800 short of funding another months development so it's likely I'll do some product building and commercial tutorials until sales are enough to cover the shortfall in donations.
Did you use the texture support in Primstar when doing the snowman or was the texture applied in SL?
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