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Vehicle Attachments

General Support>Using Things>Vehicle Attachments

<< Creating Backups | Using Things Index | Phantom Vehicles >>


From the SW-320:

About Avatar Attachment Vehicles

Vehicles which feature physics in Second Life are limited to an object that consists of 31 primitives minus one per avatar seated. As you can imagine, 31 primitives doesn't exactly lend itself to the idea of breathing room for certain projects. I've tried my best to build yachts and cabin cruisers within this limit, but I was never pleased. I could get a decent exterior going, but then the interior would consist of an empty room, or a one prim bench. This if I dared to build a boat larger than a runabout. No thanks.

You may have seen some vehicles around that seem to consist of far more than 31 prims... and it's true, there's been a way around this for a while. We bolt most of the vehicle to the avatar's groin. Well, thankfully it's really not quite that graphic. A bulk of the vehicle's geometry is rendered as an avatar attachment, like jewelry. Prim clothing in SL has an upper limit of 255 prims per attachment, and it follows the avatar around cleanly as they move around.

So the trick here is to have the avatar sit on a vehicle "shell" that functions like a vehicle and to attach the rest of the detail to the avatar, giving the illusion of a vehicle that's has a greater amount of prims. The pelvic slot is used because an object can be attached there and it will remain consistently positioned despite the size and shape of the various avatars that use it.

We know that sitting there and attaching parts to your body isn't exactly a fun vehicle experience, so we made the process of attachment and detachment as automatic as SL will allow. All you have to do is sit in the driver's seat and click "yes" to the attachment prompt. The detail swap is seamless.


From SWC:

Avatar Attachment System

Vehicles which feature physics in Second Life are limited to an object that consists of 31 primitives minus one per avatar seated. As you can imagine, 31 primitives doesn't exactly lend itself to the idea of breathing room for certain projects. I've tried my best to build yachts and cabin cruisers within this limit, but I was never pleased. I could get a decent exterior going, but then the interior would consist of an empty room, or a one prim bench. This if I dared to build a boat larger than a runabout. No thanks.

You may have seen some vehicles around that seem to consist of far more than 31 prims... and it's true, there's been a way around this for a while. We bolt most of the vehicle to the avatar's groin. Well, thankfully it's really not quite that graphic. A bulk of the vehicle's geometry is rendered as an avatar attachment, like jewelry. Prim clothing in SL has an upper limit of 255 prims per attachment, and it follows the avatar around cleanly as they move around.

So the trick here is to have the avatar sit on a vehicle "shell" that functions like a vehicle and to attach the rest of the detail to the avatar, giving the illusion of a vehicle that's has a greater amount of prims. The pelvic slot is used because an object can be attached there and it will remain consistently positioned despite the size and shape of the various avatars that use it.

We know that sitting there and attaching parts to your body isn't exactly a fun vehicle experience, so we made the process of attachment and detachment as automatic as SL will allow. All you have to do is sit in the driver's seat and click "yes" to the attachment prompt. The detail swap is seamless.


This page will explain how to use vehicle attachments and why they're so important.

Include notes about how standing up in nobuild parcels won't let the top half spawn, standing in noscript parcels will not let the top spawn and will not keep half the boat attached to you. Just right click -> detach to remove it. Getting up on a parcel without enough prims available will cause the top not to spawn (and report an error message as such).

The attachment goes in the pelvis slot. Anything else on there will be unattached. The pelvis and stomach slots attach to the same location.

Why do we need vehicle attachments?

30 prim limit, less if you want passengers. Physics can't turn on over that. You can get by it by turning physics on and then having more people sit, but that only gives you a few extra prims for an annoying workaround.

How do vehicle attachments work?

Avatars can vary in height, but when they're sitting their hip is always in the same spot. That lets the two attachment slots, the chest and the pelvis, appear to be part of the object you're sitting on. This gives a maximum of 255 * 2 attachment slots.

How do use them

Image based tutorials go here

Manual style, Tetra

Automatic Style, SWC/3.

<< Creating Backups | Using Things Index | Phantom Vehicles >>

General Support>Using Things>Vehicle Attachments

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Page last modified on March 10, 2008, at 01:12 PM