Object Tab - Edit/Build Mode

This page covers the Object tab of the toolbox window in Edit and Build modes. This tab is shown in the image to the right. The upper section of this window is described here.

In Edit mode, some fields will be unavailable if the object is not modifyable.

NOTE: The term “Object” is used to refer to a single unlinked prim, or to a linked set of prims.
Everything below applies to objects, or individual prims selected from a linked set using Edit Linked.
Note that the overall properties of a linked set are the same as the properties of the root prim.

  • Locked: If this is enabled, then attempting to edit the object will be inhibited; all fields will be greyed out, and if you attempt to delete it, you will get a pop-up asking for confirmation. This gives some protection against accidental editing and deletion. You will have to disable this checkbox to be able to edit the object again.
  • Physical: If this is enabled, the object will become physical, meaning it will become subject to gravity, and will collide with and displace avatars and other physical objects.
  • Temporary: If this is enabled, the object will disappear after about 60 seconds. Useful for some special effects like things that explode, or for bullets, etc. Use with caution, as the object vanishes completely; it is not returned to you.
  • Phantom: Disables physics for the object. Avatars and other objects will be able to freely pass through it. Don't enable this on floors. :-)

Below this group of checkboxes are three groups of edit fields which allow you to manually specify the object's position, size and rotation. This allows for high precision positioning, greater than is possible manually. All three of these have three buttons to their immediate right:

  • C Copies the object's position/size/rotation
  • P Pastes the object's position/size/rotation (from a previous use of C)
  • p Pastes the object's position/size/rotation (from a value in your clipboard1)).
  • Position: The position of the object in region coordinates.
  • Size: Size of the object, in meters. To resize a single prim in a linked set, check Edit Linked, then click the prim.
  • Rotation: The object's rotation.

The values on the right control the type and characteristics of single prims; they will all be disabled if you are editing a linked set.

  • Drop-Down: Select from one of the basic primitive types; by default, this will be Box.
  • Path Cut: 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.
  • Hollow: Hollows the inside of the object, measured as a percentage. Works differently for each prim type. Limited to 95.0%.
  • Hollow Shape: Sets the shape of the void left by using Hollow. You may choose to make your hollow shape a Circle, Square, Triangle. The default varies based on the type of prim, but will be one of the 3 listed.
  • Twist: 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.
  • Taper: 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.
  • Top Shear: Offsets the X and Y coordinates of the top of your object relative to the base of the object, which creates a “leaning” effect.
  • Slice: Cuts vertical slices from your object along the Z-axis.
  • Taper Profile: Unknown.
  • Dimple: Creates dimples in the B or E of a solid sphere along its X-axis.
  • Hole Size: 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.
  • Skew: Offsets the two ends of a torus, ring, or tube. Can be affected by Revolutions.
  • Radius: 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.
  • Revolutions: Determines the number of times a torus, ring, or tube revolves around the X-axis in a spiral. Can be affected by Skew.

The following only apply to sculpted prims:

  • Sculpt Texture: Opens the texture picker to select a sculpt map, an image file that Second Life interprets and displays as a 3D object.
  • Mirror: Reverses the sculpt map. Useful for creating a mirrored copy of a prim, for example the two sides of shoulder armor.
  • Inside-out: Flips the sculpt inside-out. Useful for plane sculpt maps which are invisible from the other side; make a copy, use this and link.
  • Stitching Type: Changes how 3D data from a sculpt map is and displayed. More on this here.

At the bottom of the window are two buttons, with the heading “Object Parameters”:

  • Copy button: Copies all of the parameters given on the right side of the Object tab
  • Paste button: Set all parameters to values previously copied.

The following only apply to mesh objects:
The view will change. On the right side, Level Of Detail (LOD) information about the currently selected mesh is shown. LOD Models are different versions of the same object that are shown at different distances. The upper table shows the number of triangles in the object for each LOD level. Below this, there is a drop-down from which you may select a LOD level. This allows you to preview what the object will look like at different LOD levels (distances). It doesn't actually affect the object; once you close the edit window, the object will revert to Default.
For ease of reference, the lower table gives a comparative table showing the distance from the camera that each LOD will be displayed when viewed with default values for the LL viewer, Firestorm, and then for your current custom LOD setting.
For more information, please refer to this blog post.

For best results, when designing items for sale you should try to ensure that the models will look good for users at these defaults and considering how the item is typically used.

See this page for documentation on Firestorm 5.0.7 (52912) and earlier.

For example, a value copied from a script. The value must be in valid vector format, eg: <58.3171, 217.262, 20.25>
  • toolbox_object_tab.txt
  • Last modified: 2018/05/25 15:40
  • by miro.collas