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Important: This article has been translated. The translation was imported on 29 Mar 2010. Any changes will require re-export for incremental translation. |
Click the toolbar icons to change what the mouse cursor does inworld:
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Note: This article has been edited since it was returned from translation. REQUIRES RE-TRANSLATION. |
Selected object information
Shows the number of objects selected, their total land impact, and the remaining capacity of the current parcel. See Build Tools - Advanced for more information.
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Warning: DO NOT MODIFY THIS ARTICLE. IT IS BEING TRANSLATED. |
Object tab
Locked
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Locks the object's parameters so you can't accidentally move, resize, or delete it. Useful for preventing accidents while editing nearby objects. Different from modify permission.
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Physical
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Enables physics for this object. A physics-enabled object is subject to gravity, collisions with other avatars and objects, and forces generated by LSL scripts. For example, a physics-enabled cube will roll down a hill.
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Temporary
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Temporary objects don't count against parcel object limits, but disappear after 60 seconds. Useful for bullets, exploding debris, and other transient effects. Don't enable this on objects you intend to make permanent.
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Phantom
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Disables collisions with this object. Other objects and avatars may physically pass through a phantom object freely. Useful for making navigation easier, like windows you can see but walk or fly through.
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Position (meters)
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Sets this object's position in the current region's X, Y, and Z coordinates.
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Size (meters)
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Sets an object's size in the X, Y, and Z dimensions. If you wish to resize part of a linkset, check Edit linked, then click the specific prim(s) to select them. Within normal building constraints, one dimension of a prim can be as small as 0.010 m or as large as 10.000 m.
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Rotation (degrees)
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Sets the rotation of the object on the X, Y, and Z planes.
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Object type
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Sets the basic primitive (prim) type for this object. You may select Box, Cylinder, Prism, Sphere, Torus, Tube, Ring, or Sculpted. Each prim type has a different set of parameters to further alter its shape.
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Material type
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Selects the type of material this object is made from. This option affects the collision sounds this object makes when it collides with something, and it affects the amount of friction it exhibits when the Physical checkbox is checked. Defaults to Wood. See PRIM_MATERIAL.
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Object Parameters
By using these parameters, you can drastically change the shape of a basic prim. Each prim type has its own set of parameters.
Path Cut (begin/end)
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Cuts a slice out of the object around its local X-axis. For boxes and cylinders, the slice is taken from around the Z-axis.
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Hollow
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Hollows the inside of the object, measured as a percentage. Works differently for each prim type.
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Hollow Shape
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Sets the shape of the void left by using Hollow. You may choose to make your hollow shape a Circle, Square, Triangle, or leave it as the Default shape.
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Twist (begin/end)
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Twists the object along its Z-axis (measured in degrees). You may twist the object from either end by using the B (Beginning) and E (End) fields.
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Taper
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Tapers the X and Y dimensions of the top or bottom of your object. Positive X and Y values taper the top of your object as indicated by the Z-axis, and negative values taper the bottom of the object.
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Top Shear
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Offsets the X and Y coordinates of the top of your object relative to the base of the object, which creates a "leaning" effect.
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Slice (begin/end)
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Cuts vertical slices from your object along the Z-axis.
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Dimple (begin/end)
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Creates dimples in the B or E of a solid sphere along its X-axis.
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Hole Size
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Y changes the size of the hole in a torus, tube, or ring. X changes the length of the object along the object's X-axis.
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Skew
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Offsets the two ends of a torus, ring, or tube. Can be affected by Revolutions.
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Radius
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Changes the radial difference between the beginning of a torus, ring, or tube and the end of the object. Creates a tapered spiral when used with Revolutions.
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Revolutions
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Determines the number of times a torus, ring, or tube revolves around the X-axis in a spiral. Can be affected by Skew.
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These only apply to sculpted prims:
Sculpt Texture
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Opens Pick Texture to set a sculpt map, an image file that Second Life interprets and displays as a 3D object.
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Mirror
Inside-out
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Reverses or inverses the sculpt map. Both of these can correct problems that arise from creating the sculpt map improperly, as described in Sculpted_Prims:_FAQ.
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