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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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