Advanced Objects
Andrew Oleksiuk and Ti Mosienko
Object Types
Object Attributes
Position (meters)
X = red, Y = green, Z = blue
Size (meters)
X, Y ,Z
Rotation (meters)
X, Y, Z
rotation:
control
size:
control-shift
position:
edit mode default
Flexible Path
Make a box, prism, or cylinder prim flexible by checking Flexible Path. This is useful for skirts, capes, flags, and other wavy effects.Flexible prims can't be physical and must be phantom. Modify the nature and degree of the object's flexibility by changing the following settings:
Flexible Path
Softness Controls the stiffness of the object on a scale of 0 to 3, where 0 is the most stiff and 3 is the most soft.
Gravity Controls how hard gravity pulls down on the object. If you enter a negative value, gravity pulls the object upward instead.
Drag Controls how much drag the atmosphere appears to exert on the object when it's moved.
Wind Controls how much this object bends in response to the current region's wind.
Tension Controls how much force is pulling the top of the object away from its base.
Force X, Y, Z: Controls how much artificial force is applied in the east/west, north/south, and up/down directions.
Object Features
Light
You can make an object into a light source by checking Light. Modify the color and nature of the light by changing the following settings:
Color Click the color box to open the COLOR PICKER, where you can choose a color for the light this object emits.
Intensity: Sets the initial brightness of the light emitted by this object.
Radius: Sets how far the emitted light from this object travels, measured in meters.
Falloff: Sets how quickly the light's Intensity fades as it travels to its outer Radius. Lower values are more gradual.
It's good practice to use lights sparingly. Graphics cards that don't meet our System Requirements may not show the maximum of 6 simultaneous lights.
Object Permissions
Who?
owner
group
everyone
next owner
Modify
Copy
Transfer
Move
Modify
If modify is enabled, you can edit properties like item name or object scale. Modify permissions also grant you the ability to delete an object - for example, if an object has been shared with group in world, then any member of the group can modify, and therefore delete the object.
When an object is next owner no-modify, that permissions setting is interpreted as 'no one can create derivative works.' For example, if you sell a motorcycle without modify permissions, the buyer cannot make a slightly longer or re-textured version of that motorcycle without building one from scratch.
If an inventory item inside of an object is no-modify, the object itself can still be modified. Conversely, if an object is not modifiable, it's contents cannot be modified.
Copy
If copy is enabled, you can make as many copies as you want of the original item. Copies maintain creator information, and can never be more permissive than the item being copied.
The copy property applies outward. If an inventory item inside of an object is no-copy, the object itself cannot be copied until that item is removed. Conversely, if an object is no-copy, that does not imply that the contents are no-copy .
Transfer
If transfer is enabled, the owner can transfer the item to another person. If an item is not transferable, the owner cannot sell, give away, release or embed in something they sell, give away, or release. The transfer permission only applies to the owner, since no one else can initiate a transfer.
During a transfer, the next owner field is copied into the owner field and dependent permissions fields are recalculated given the new owner permissions.
Move
If move is enabled,
the object can be moved.
Owner, Group, Everyone, and Next owner
The permissions track four primary categories for each object -
Each category has its own set of permissions.Group and next owner permissions can never be more permissive than the owner permissions field. The everyone permissions field can never be set modifiable, and can never be more permissive than the group field.
Group owned objects conceptually collapse the owner and group categories into the same value.