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llRezAtRoot often fails randomly to rezz properly newly 'taken' 'coalesqued' (large) objects.


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When taking 'coalesqued' objects (that is objects that consist of multiple groups of linked prims), the 'root prim' is supposed to be the first one clicked (the opposite of linking objects, when the last one becomes the root prim, right ?). However when then rezzing this coalosqued object using a rezzer script and the function llRezAtRoot, the object often (perhaps half the time) fails to rezz with the correct root prim at the specified rezz coordinates. Sometimes another prim seems to be taken as the root, and sometimes nothing seems to be taken as the root. The rotation is also always changed, for example it comes out at 90 degrees, or another rotation. It typically keeps failing once it fails once until perhaps a day or days later when it suddenly works again for unknown reason. Sometimes it does work properly (perhaps in total half the time.)

For good order: I am building large objects that then have to come out of a 'rezzer,' then I take them with a 'special' prim as the root so that they always get rezzed correctly (if this function works that is). Sadly this fuction does not seem to work often, despite no different procedure being taken. Sometimes relogging helps, often it does not. 

I am wondering why this is happening, if I am doing something wrong, or if this function has bugs, or something else ? If this is a bug in SL is there a known work-around for this ? Thank you for your help.

 

P.S.

Hello Rolig Loon, thanks for answering my question. I will probably be able to make it work with "CasperTech Rez-Free BOX v1.57" even better then i had.

The way I concluded it was the first one clicked of a coalesqued object was by trial and error. I have attempted to use the last clicked now as you suggested but this also did not seem to work. If it is the last one clicked that does make me wonder why it often worked with the first one clicked. Also the naming of the coalesqued object was sometimes not what was apparently being used as the root prim, even if it did work properly. Since I will try to use Casper's system (which seems to work correctly) this will hopefully not bother me though hopefully; Casper's system doesn't use coalsqued objects hence this will hopefully not be a problem then however it is caused. (I couldn't find a 'reply' function hence i put it here).

 

P.P.S.

This isn't relevant anymore for a potential problem with llRezAtRoot, but ... I switched to the builder-buddy system which seems to be more powerful in various ways. I'm glad llRezzAtRoot failed. One downside of these rezzers is that they seem to rezz either everything or nothing but that can be solved (I'll probably try having these rezzboxes in another rezzer and have each rezzbox rezz a part.) Thanks for your pointers.

P.P.P.S

I think the conclusion here is then that llRezAtRoot is unstable, because the suggestion is to not use it but use a builder packager. Perhaps this is something to be added to the llRezAtRoot manual (that it is unstable for coalesced objects).

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The naming rule is the same as for linked objects: LIFO.  The last object connected to the coalesced mass is the "root" -- the one that it's named for.  Rezzing large complex objects can be tricky, especially on a busy sim.  Rezzing always stalls the servers.  It's supposed to work that way. The more things you try to rez at once, the more they stall, because the servers need time to evaluate the effects of your new objects on the rest of the sim and its physics.

I think you'll find that the most reliable method is to use a well-tested faux rez box.  There are several of them in heavy use:  Rez Faux, Builder's Buddy, Rez Foo.....  They all will rez your coalesced object properly with the pieces in the proper rotation, and they'll save you the trouble of re-inventing the wheel with a new script of your own.

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A coalesced object (watch the spelling) is a server-side convenience.  If you use Casper's system or Builder's Buddy, or whatever, they are all creating the equivalent of a coalesced object but simply placing your separate parts into Contents and storing their relative locations and rotations.  They are saving exactly the same information that LL's servers keep when you save a coalesced object.  They're also easier to handle and somewhat more reliable than using the servers too.

BTW, you discovered exactly the right way to respond to a note in Answers.  It's not a perfect system, but it's what we have.

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