Orville Synthesizers

The Orville Synthesizer contains a number of built in products that can be created and attached to your hand. You will not be able to “take” an item created by the synthesizer unless you are the owner, but anyone can touch an item and after answering the permissions prompt, the item will transfer to your hand and run an appropriate animation.

Usage

After touching the operation panel, you are presented with a menu with “Synthesize” and “Recycle” options. Synthesize allows you to create an item that you select from the menus. Recycle allows you to remove an item that you’ve synthesized, but decided that you did not want to use.

To use an item, simply touch it and it will attach to your body and run it’s built in animation. To stop using the item, select it in your hand with a right click, then detach. The item will delete itself.

An item left on the pad and not taken, will automatically be recycled in 40 seconds. Synthesizing a new object will also cause an object still on the pad to be recycled.

Customization (You will some knowledge of editing objects for this stage).

You may add your own custom items to rez. They will require the “copy” permission to be enabled. We recommend that you don’t place physical objects (objects with the “Physical” box checked”) in the synthesizer to rez. It would rez them, but then they’d do what physical objects do. Fall through floors, roll away, etc.

1) Rez the item inworld and make sure the copy permission is set.
2) Insert the supplied “Orville Synthesizer Object” script. The script will turn the object transparent, so in order to handle the object, keep the edit tool open until you are ready to take the object into inventory.
3) Insert an appropriate animation. If you don’t add an animation, the object will use an internal “hold_r_handgun” animation that runs at a very low priority and may not show up with your AO in operation.
4) When ready, right click and take the object into your inventory.
5) Edit your synthesizer. Chose the “Edit linked” option and click the operation panel.
6) Go to the “Content” tab.
7) You should see the “Orville Synthesizer” script along with a number of objects. If you don’t see these, you may be editing the wrong link.
8) Insert your new object in this list.
9) Test your object.
10) If it doesn’t rez at the correct height over the pad or if the object is rotated in the wrong direction, you’ll have to take some additional steps.

Additional steps to correct height and rotation.

The Orville Synthesizer Object script attempts to configure options on how to rez and act, automatically. There are cases where this won’t work. For example, it will probably detect the height of a multiprim object incorrectly. It also can’t know how something should be rotated if anything other than a zero rotation is needed.

To help with these adjustments, the script can process a “Config” notecard. Any option coded in the Config notecard will override the normal default actions that the script will try to do. The sample Config notecard has all of the options coded, along with some instruction comments. But, every option is disabled with a “//” in front, that designates a comment line. To enable an option, you remove the “//” from the front of the line and change the information after the equal sign, as appropriate. To make the setup happen quicker, you can also remove any comment or inactive option, leaving only the ones you need.

To correct rez height:

1) Find the sample notecard named “Config” in the package or use one you’ve already been configuring.
2) Measure the height of the object using your favourite method. One easy way is to rez a cube next to it, resize and reposition the cube so that it is the same height, then read the z size value from the Object panel on the edit tool.
3) Edit a copy of the Config notecard. Find the “Height” line and remove the “//” in front of the line to activate it. Paste the height over the sample 0.4.
4) Place the notecard into the object and watch for the script reset messages.
5) You can validate the options used also by watching the messages.
6) After you see the “Configuration Complete” message, you can take the object into your inventory.

To correct rez rotation.

1) Object rotation can be a little confusing. The object is rezzed based on the rotation of the round blue rez pad. When you are trying to set the rotation, the easiest thing to do is rez out the small version of the synthesizer and rotate it to zero rotation. Normally, that’s the way it will rez. The large synthesizer is built differently and will be more confusing. So, use the small one to test with.
2) Find the sample notecard named “Config” in the package or use one you’ve already been configuring.
3) Rez the object on the ground and turn off the transparency. Alternatively, you can just use an object that you synthesized, but did not take off the pad.
4) Rotate the object relative to how you want to see it rezzed on the pad. We are assuming that you are testing with the small synthesizer as noted in 1 abover.
5) Edit the object and go to the Object tab.
6) Go down to Rotation (degrees) and click on the “C” across from the X value in order to copy the rotation to your clip board.
7) Edit a copy of the Config notecard. Find the “DegreesRot” line and remove the “//” in front of the line to activate it. Paste the copied rotation over the sample <0.0, 0.0, 0.0>.
8) Place the notecard into the object and watch for the script reset messages.
9) You can validate the options used also by watching the messages.
10) After you see the “Configuration Complete” message, you can take the object into your inventory.

Specify a custom attach point.

1) Find the sample notecard named “Config” in the package or use one you’ve already been configuring.
2) Defined attach points are as follows:
Skull, Nose, Mouth, Chin, Left Ear, Right Ear, Neck, Left Shoulder, Right Shoulder, L Upper Arm, R Upper Arm, L Lower Arm, R Lower Arm, Left Hand, Right Hand, Chest, Stomach, Left Hip or Right Hip
3) The default attach point is “Right Hand”.
4) Remove the “//” from in front of AttachPoint on the notecard to activate it, then type in the desired attach point.
5) Place the notecard into the object and watch for the script reset messages.
6) You can validate the options used also by watching the messages.
7) After you see the “Configuration Complete” message, you can take the object into your inventory.

Specify custom animations.

1) Two animation options are supported. The first is a standard attach animation and is specified with the “AttachAnim” option. The other is a cycling animation that can be used on a timed interval. The cycling animation is specified with the CycleAnim option followed by a cycling time. You might use this if you have a drink animation that you also want to run with a hold animation. The hold animation could be the AttachAnim option with the drink animation used in the CycleAnim option.
2) Remove the “//” from the option that you are enabling and add the name of the animation you want to use, in quotes. If you are defining the cycling animation, also include the cycle time in seconds. Please note that these animations will also need to be included in the object. And, for both to work together, the attach animation will need to be a lower priority than the cycling animation. Animation priorities are defined at animation upload time. So, there’s no way we can define that here.
3) Place the notecard into the object and watch for the script reset messages.
4) You can validate the options used also by watching the messages.
5) After you see the “Configuration Complete” message, you can take the object into your inventory.

Multiple Synthesizers in a Linkset

You can link multiple synthesizers into the same linkset as long as you make certain modifications to the descriptions in the synthesizer panel and pad.

In the synthesizer panel description, you’ll see something like “SynthCntl=1;”. Then for the same synthesizer, in it’s pad you’ll see something like “SynthSet=1;Beam=<0.78000, 0.78000, 0.23681>;Ring=<0.78000, 0.78000, 0.01000>;” In this case, SynthCntl=1 matches SynthSet=1. To add a second one to a linkset, change this to SynthCntl=2 and SynthSet=2. After changing, reset the scripts in both of those links in order for them to pick up the new communications parameters.

Updates

V1.3 Added a object timer for self delete in order to stop objects piling up.

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