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Inconsistent behaviour of the 'Use root for pivot' checkbox 
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Joined: 2011-12-13 14:11:38
Posts: 178
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I noticed that there's an inconsistency between in-world objects and HUDs regarding the 'Use root for pivot' check box: when editing an in-world object, if I check the box, the move arrows get centered on the object's root prim. But this is not what happens for HUDs: the move arrows stay centered on the HUD as a whole. It can be an issue: I just got a HUD that was badly done and had a lot of off-screen stuff linked to it, making the centre of the HUD itself off-screen too. So when I tried to move it, the arrows just didn't show. But the root prim of the HUD was displayed, so with this option checked, the arrows should have been there. It got me quite confused for some time...

Is this inconsistency on purpose or is it a bug?

Thanks!


2021-03-07 06:24:26
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Joined: 2009-03-17 18:42:51
Posts: 4751
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Note that when a HUD does not fully appear on screen while editing it, you may use the mouse scroll wheel to zoom out the whole HUD area.

I made a quick test with a makeshift HUD made off two prims (because all my usual HUDs got their root primitive in their center), and the manipulators get indeed wrongly centered between the prims and not on the root one.
Not too sure as to why, but it works exactly the same in other TPVs (this "pivot" feature does not exist in LL's viewer)... I'll have a look at the code.


2021-03-07 08:42:22
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Joined: 2009-03-17 18:42:51
Posts: 4751
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Found the culprit code. Fixed for next release.


2021-03-07 10:16:27
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Joined: 2011-12-13 14:11:38
Posts: 178
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Great, thank you. :)


2021-03-07 18:20:31
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