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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0003014||opensim||[GRID] Asset Service||public||2009-01-19 08:35||2011-07-24 15:42|
|Target Version||Fixed in Version|
|Summary||0003014: Multi-Part Objects and Hierarchy|
|Description||(I could not find this feature through searching, and|
wanted to post it based on an earlier conversation in
the users group)
One of the inherent weaknesses in Second Life is in its
implementation (or lack thereof) of hierarchy in the
traditional scene graph sense. For example, houses contain
rooms; rooms contains furniture, furniture contains
pieces of wood. Ideally, parent objects would contain, or
group, child objects down to the prim level.
Linksets are a start, and the ability in the LL viewer to
create a multi-part object (by selecting a collection of
prims and linksets and dragging into inventory) would be a
nice addition to OpenSim. Currently, this feature appears
not to be implemented. Let's consider this Phase 1 of
enabling hierarchy in virtual worlds, beyond the flat
Phase 2 would be to make the linkset a recursive entity:
A house would be a linkset composed of prims and other
linksets. Linksets are, thus, parenting approaches of the
same ilk found in all 3D graphics/modeling platforms
(Blender, Maya, CAD packages, VRML, X3D). Phase 2 would
go beyond the current LL implementation to make scene
organization easier, and more consistent with these other
|Tags||No tags attached.|
|Git Revision or version number|
|Run Mode||Grid (1 Region per Sim)|
I agree with metaphorz, as not being able to select multiple unlinked prims and drag them into your inventory, to create a multiple prim object is sorely missed.
When building a multi linked set build in OpenSim, it's necessary to either make a note of all the linked set's co-ordinate offsets, in relation to each other - or use some kind of rezz-box solution - if you wish to take it into your inventory - and then rezz it up again - with all the pices in the correct orientation to each other.
Of course, the option to save/import as an oar file is available - but when I last imported oar files - they replaced all the existing content of the region they were rezzed into (that may have changed now - now checked recently).
It would be great if Opensim could implement the same method of handling of unlinked, multi-prim objects in the same manner as SL.
I believe this has been implemented under MXP, but the functionality is still absent without MXP.
Can a dev feedback as to whether this issue is likely to be implemented please
Today you can already create multipart object.
For the phase 2, there is IAR(inventory archive) today. And a multipart object can have both linksets and prims.
Reminder sent to: justincc
this issue wants to have dev's comment
|When you say "you can already create a multipart object", I wanted to clarify my original post. Suppose that we have 4 cube prims, labeled A, B, C and D. Then, ideally, we could link A to B and also C to D creating two linksets. Furthermore, we could create another linkset composed of the two linksets, forming a hierarchy. This is what was meant by "hierarchy." To my understanding, this is not implemented but could be a nice feature, giving OpenSim worlds more structure than those in Second Life. Let me know if I can clarify any of this.|
|2009-01-19 08:35||metaphorz||New Issue|
|2009-01-19 08:35||metaphorz||SVN Revision||=> 0|
|2009-01-19 08:35||metaphorz||Run Mode||=> Grid (1 Region per Sim)|
|2009-01-19 08:35||metaphorz||Physics Engine||=> ODE|
|2009-01-19 08:35||metaphorz||Environment||=> Unknown|
|2009-01-19 08:35||metaphorz||Mono Version||=> None|
|2009-01-19 08:38||metaphorz||Category||[GRID] Inventory Server => [GRID] Asset Server|
|2009-02-22 09:36||nixnerd||Note Added: 0009714|
|2009-03-19 08:11||nixnerd||Note Added: 0010028|
|2011-07-24 00:29||makopoppo||Note Added: 0019058|
|2011-07-24 00:29||makopoppo||Status||new => feedback|
|2011-07-24 00:30||makopoppo||Note Added: 0019059|
|2011-07-24 15:42||metaphorz||Note Added: 0019087|
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