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Frank90a

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Everything posted by Frank90a

  1. I thought about it, and just figured out an even easier way. I made a cylinder, and scaled that along the X and Y axis. That gave me a more accurate dead centre without even doing math. Try that. I looked for the question to figure out why security orbs were attacking and spamming me in sand boxes, on the road, on the water ways, or even in my house. I don't doubt you, but it's an important question that needed an answer. Where exactly do You, I or anyone else have permissions. 10 years old means it needs bumped up and answered. Security orbs and other scripts might be broken, and that probably really needs to be addressed as well. That is a good point. Why are the security orbs getting out, causing lag, and harassing passers by in the first place? But that's a different post. Right now I'm describing, as best I can, how to keep your stuff that works on your property. I'm sure there is a lot more about all of this that can be discussed for posts that are just as old and forgotten.
  2. The answer is simple. This person wants to put an object dead centre a parcel they own in order for themselves and/ or others to best enjoy an experience. There are many reasons you might want to find dead centre of an object or area. I can think of two very good reasons. One would be shear curiosity which is the thing that separates civilized, progressive societies and peoples from warlike and barbaric peoples. Another might be to define boundaries, which in this context, would be so as not to infringe upon the enjoyment of others or in the case of uncivilized tribe, enhance their own enjoyment. Let's say you decide you'd like a security orb. Who knows why. So you plop it down on your parcel and leave. In the mean time, others walking or driving on the road, conducting business, or just relaxing in their own home or business are now spammed, harassed, and otherwise attacked by the virtual automatic griefing monster you intended to only watch your place. Square, in this case, doesn't really make a difference. We are looking for the centre point of a circle that does not extend past your property lines in order to virtually chain the obnoxious beast up before someone calls Second Life animal control. That would be the shortest leg from dead centre to any boundary. Either way, it looks like some math and gosh and by golly experimentation is needed in Second life before unpacking your griefer pet, and giving it a big yummy bowl of land impact. My parcel is a perfect square. Doing a quick survey I noticed all parcels in my region are perfect 32 meter by 32 meter squares. That can be useful, but it's still not straight forward. That means if I find one X coordinate from one side, and one Y coordinate from a joining side, all I need to do is find the point 16 meters from each side toward the centre, and that's dead centre. That's just a bit less making enemies of your neighbours. The trick is finding those coordinates. I noticed on the parcel I live on now, the coordinates are not automatically centred. If I want a virtual griefing monster to keep me company, yet still not get hit with a virtual lawsuit, I better do some measurements. For the most accurate measurement I could get, I made two objects 16 meters long and 0.1 meters wide. One along the X axis, and the other along the Y axis. Along the Z axis it doesn't seem to care anyway, although a spherical boundary would have been great. It just wasn't having it. Either way, where the two object meet is the centre. I still didn't quite trust that either though, and for an odd shaped parcel you definitely can't trust that. I brought it in one meter to keep critters, sounds, and whatever else more securely inside. That also keeps a good easement for pedestrians or other scripts running nearby. I noticed also that the land boundaries do move. Not much, but it's enough to notice. Good luck on your travels, and thank you for asking an important question that helps an entire community be just a little less on edge.
  3. Ah. Yes, that definitely did explain some facial deformities from any animations, but especially if the face animation is actually separate in some actions, but not in others. Thanks for that.
  4. Oh, it was the dumbest mistake ever, actually. It hadn't occured to me I wasn't building all the sides! Lots to learn in modeling and animation. It all seems obvious now. Half the fun is learning. I hope this question helped someone else as well.
  5. Happens to me as well sometimes, and the animations were made specifically for the avatar, which is in my case nonhuman. Tested animation on an identical "pet", identical result. The poses and animations themselves look amazing. But a couple animations and poses just mutilate the head every time, animated face or not. These aren't erotic poses or animations, and not just one creator. Very strange.
  6. This might be an odd question. It might just be some normal feature to Second life. I find I can make literally anything I want in Blender. Anything at all. It always renders out fine. Preview for upload, always looks fine. Upload and rez the object, and there is always some area that is invisible. I understand there is an issue with physics where it often makes invisible walls, etc, but my issue is opposite. I found sort of a work around. I'll try to guess where the invisible area will be, and try to make that area as small as possible. But why is it doing that? Why can I see a textured object on one side (usually the outside), and not see it on the other side? They are solid objects (all vertices of mesh connect to faces so there is a face on all sides), but that doesn't appear to make a difference anyway. Best luck so far has been to add a detached cap on top of objects so you just can't see inside whatever object it is. Any ideas as to why it's even doing that, and why it's only visible (invisible, rather) after uploading to Second Life? This is starting to get expensive.
  7. 32 prims, actually. I just discovered that myself. In that case it actually tells you what you did wrong. It turned out that a simple mesh object I made in Blender took up less "cost", as it gripped about, and was more likely to work. Still you must watch where you attach your coffee cup, ice chest, and fishing pole when playing on your boat, but indeed it does work.
  8. Thanks for that. That actually put me miles ahead of where I was. Yep. I can add objects to a "test vehicle", take the vehicle, and drop it back inworld without it falling apart or script errors. That also prompted me to look into limitations. I appreciate you both for the help.
  9. Please don't kill me if this is some sort of taboo subject. I noticed the there isn't even a hint of how this works anywhere here or online. But I just wanted to test how the virtual world works. More than once I accidentally attached objects to a boat. No big deal. Just delete the boat rez another one. But I noticed people have actually change things on there boats, so I tested it. I made boxes, spheres, toruses. Attached to different places. Attached to different vehicles. Took vehicles apart and put them back together. All the same result. Scripts don't work, and parts fly off. But why? Don't get distracted here. I'm not desperately trying to attach some random thing to a boat, especially if it is as taboo as everyone including the World Wide Web makes it sound. I just don't like the answers "It's magic" or "That's bad". Do any of you computer gurus out there know why that breaks a vehicle?
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