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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.
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 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. 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.
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). 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 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.
This is a dupe of
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) 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!!! 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 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. 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, oh dammed, I have this problem as well. Is it from viewer side ?
This bug has been imported 4 times now. The main issue seems to be VWR-11103.
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