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Issue Details (XML | Word | Printable)

Key: SVC-998
Type: Bug Bug
Status: Open Open
Priority: Normal Normal
Assignee: WorkingOnIt Linden
Reporter: Void Singer
Votes: 14
Watchers: 7
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2. Second Life Service - SVC

Object Local Rotation Incorretly Aligned to Child Prim

Created: 25/Nov/07 04:53 AM   Updated: 01/Nov/09 10:38 AM
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Component/s: None
Affects Version/s: 1.18.3
Fix Version/s: None

File Attachments: None
Image Attachments:

1. Rotation_Bug.jpg
(42 kB)
Environment:
CPU: AMD 700mhz
Mem: 384mb
Vid: Ati 9200 AIW, 128mb
Connection: Wired Cable
Issue Links:
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Linden Lab Issue ID: DEV-19637


 Description  « Hide
when linking an object, the objects local rotation is being taken from a child prim, observed sometimes as closest, sometimes as highest link number. steps to reproduce.
set ruler mode to local,
create 4 cubes,
rotate cube #2 by 22.5deg z-axis
rotate cube #3 by 45.0deg z-axis
rotate cube #4 by 67.5deg z-axis
shift select cubes in the following order 4,3,2,1
link cubes
//-- at this point the object will show local rotation matching root because the viewer hasn't updated objects rotation (separate bug)
deselect object
reselect object
//-- at this point the objects will show rotation based on one of the child prims, usually #4, but sometimes whichever is closest to root.

attached screenshots shows left face colored black, and cubes 2-4 as red/green/blue for reference. ruler mode is never changed from local



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
Lex Neva added a comment - 04/Dec/07 01:16 PM
I gather from Chosen Few that this only affects some avatars, no matter which computer they use. I'm one of them, and I absolutely hate this bug.

Lex Neva added a comment - 04/Dec/07 01:25 PM
There's some thought that this might only affect people who have been in SL for a certain amount of time. My account was created on 11/26/04... can we get some other data points?

Void Singer added a comment - 05/Dec/07 07:57 AM
9-24-05 on this account...

Chosen's is 1-16-04 (he's the one that prompted me to test and post this)

to be honest I never realized I had the problem, since the only objects I made use of rotations with, were all single prim, or used localRot. it's quite possible it affects a lot of people and they just never noticed it, or took it as part of the center of mass calculation.

I did try every odd thing I could think of to break this behavior, setting and unseting various prim attribues, different permissions, you name it... no joy on anything I tried.

assuming someone DOESN'T have this bug, it seems inheritable, meaning any object with me as the creator on it, will exhibit this behavior. which led me to wonder if there isn't some memory collision or bad pointer that is overlapping between the prim reference order for the object, and the creator key, or some other inheritable property. I'll tag Chosen again and ask him to post any other info he might have.

if someone can think of anything specific to test/add just let me know and I'll be glad to


CrystalShard Foo added a comment - 06/Dec/07 01:07 AM
I can confirm that I have this problem as well.

Frankly, I do not believe that this is avatar or age specific, but just incase - my join date is 2/6/2004.


Lex Neva added a comment - 06/Dec/07 01:09 AM
Well, can we hear from someone who doesn't have this bug? It could just be that the people who say they don't have it aren't looking right...

Chosen Few added a comment - 09/Dec/07 12:42 PM
Rez Menoptra and I spent a while passing 2-prim objects back and forth when we first discovered that the behavior is different for each of us. Every object Rez sent me had local rotation in line with the parent prim. The first one of mine I sent him, he responded "It's from the child!", indicating pretty firmly that he'd never seen that happen before. I'll see if I can get Rez to comment here to confirm.

Rez Menoptra added a comment - 09/Dec/07 01:11 PM
Sure enough, this bug doesn't affect me at all, unless I get a linkset from someone that does have the problem (Chosen, for example). As far as I can tell, if he (or someone else with the problem) is the creator of the linkset, no matter how many times I unlink and relink, the local axes stay in line with the second to last prim in the linkset (first child prim). For my own linksets, it also doesn't matter how many times (or in which order) I unlink and re-link – the parent is always what determines the local rotation axes.

My join date is 11-28-05.

I pretty much only use windlight now that it's been re-released, and I did notice that in the first re-release, I had this problem during random logins, but have not seen it in any update since (thank god).


Davey Callisto added a comment - 04/Jan/08 07:48 PM
I'm experiencing this problem too. It seems all instances of it so far for me are that the local rotation is oriented by the prim that was selected before the root prim in the link set when linking.

This is in the latest windlight

Second Life 1.18.6 (76453) Dec 29 2007 15:01:47 (Second Life WindLight)

Very annoying!

This issue is recent for me... and I suspect its just windlight. My join date is 2006-02-02


Strife Onizuka added a comment - 05/Jan/08 01:05 AM
I've been seeing this bug for years. I am so use to it that I hardly notice it now... but getting it fixed sure would be nice.

McCabe Maxsted added a comment - 05/Jan/08 06:51 AM
This is a dupe of VWR-1852 I believe.

Wietse Cassini added a comment - 21/Mar/08 02:49 PM
this bug is quiet terrible. I can rez an object multiple times and the local axis will differ from time to time.

Sometimes it takes the local axis of the root prims. and sometimes of a child prim. IT seems that if it takes the rotation of one of the child prims, the rotation is always the same.

I have to rez an object scripted way. In correspondance to the rotation of another object. and this bug makes it totally impossible to implement.

Using Second Life 1.19.0 (5) Feb 28 2008 17:18:12 (Second Life Release)


Emileigh Starbrook added a comment - 24/Mar/08 05:37 PM - edited
Affecting me as well - this is very, very annoying. At first I too thought this was either a) because I was using sculpted prims (though the root prim was not sculpted) but I simplified the vehicle to 3 standard prims and it is not. What is further annoying is that it doesn't stay on the first child (as others have thought) - I can select it and then reselect it and it will change from child to child.

PLEASE, PLEASE fix this!!!


wayfinder wishbringer added a comment - 21/Aug/08 10:57 AM - edited
Verified. My rezdate is 10-31-2004, but I honestly cannot imagine why a person's rezdate would affect the rotation effect of a prim. Everyone is using the same client on the same server software, so I don't make a connection between rezdate and rotation. My guess: the experienced users are the ones who notice this, because the inexperienced ones don't know how it's supposed to rotate. ; )

From what I can tell, this bug happened with the latest client update (1.20). I never noticed it prior to that time.

Voting for this; it is surely an annoying bug.

BTW, duplicate post VWR-8527 provides a method to reproduce this issue (as far as I can tell, at least 50% of the time).

Edit (figured I might as well duplicate the method here):

1) Create an object with a 0,0,0 rotation root prim, the other prims rotated to different angles.
2) Link the build, the root prim last
3) Take a copy into inventory and re-rez it
4) Edit it and set to LOCAL instead of WORLD rotation
... rotate orientation will often not be around the root prim.


Mav Constantine added a comment - 23/Sep/09 04:22 AM
Chiming in here; same problem
I noticed it after using Sculpty Studio,
was building just before that and had no problems, everything was rotating right,

just a thought,
Mav


Sigma Avro added a comment - 16/Oct/09 06:36 PM
oh dammed, I have this problem as well. Is it from viewer side ?

Moon Metty added a comment - 16/Oct/09 10:56 PM
This bug has been imported 4 times now. The main issue seems to be VWR-11103.