Monday, December 5, 2011

When Bounding Boxes Collide

No, this isn't some sort of "Portal" signage.. these are the different options available in terms of collision "boxes" where Sculpted prims are concerned, in Second Life. I've been struggling with an issue of how best to deal with a project, assuming that the bounding boxes of the sculpts would be "extra tall", how should I deal with distributing that extra height.

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Group 1: Raised bounding box with "bottom" aligned to floor. Movement axis floats above furniture in some cases, but potentially solid Bbox doesn't penetrate floor to impede traffic on possible lower level. No need to script a "drop" after rez.








1a

Solid, standard over-sized Bbox
1b

Phantom
1c

Custom Bbox, adds one to prim-count, not future-proof

 

Group 2: Lower Bounding Box, with "Movement Axis" visually centered on the sculpt model. Collision profile can penetrate floors in multistory buildings. Furniture must be scripted to "drop" after rezzing, otherwise it may rez floating above the ground.








2a

Solid, standard over-sized Bbox
2b

Phantom
2c

Custom Bbox, adds one to prim-count, not future-proof

 

At this point, my working plan is to build according to model 1a, with a software switch (owner menu option) to toggle the phantom state between 1a and 1b. This arrangement has the lowest prim count, requires the least number of dirty tricks and unexpected consequences, at the sole expense of customers having to deal with a sometimes floating movement axis. The "2 prim" approach in 1c/2c is coolest, but it requires relying on a bug that Linden Lab could repair, thus breaking that functionality, and reverting to the 1a/1b collision profile.

I think it's probably preferable to save the prim, and deal with the sculpty-funkiness of the bounding boxes with a simple owner-toggle switch.

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