Object Componets
Objects can contain components, such as lights, scripts, and sounds, that may add additional properties for you to adjust. You can view and adjust the components of objects in a scene while in edit mode.
Right-click an object in the Scene Objects panel and choose Structure to view the object's components. Adding containers
Objects can include one or more containers, which are groups of additional content and components associated with the object. Containers may contain scripts, audio features, lights, and additional physics volumes for the object. Typically, an object that is added to the scene automatically has a container that holds the object's existing components. This container can be accessed by right-clicking the object's name in the Scene Objects panel and choosing Structure to open the Object Structure panel.
To add a container to your object:
In the Scene Objects panel, right-click the object's name. Choose Add > Container. A new container is created within the object, with the name "Container" followed by a sequential number. For example, the first new container created in an object is named "Container 1". The next is named "Container 2", "Container 3", and so on. Containers.png Sequentially numbered containers in the Scene Objects panel.
Adding lights
You can add lights to an object. Depending on the LightType property you choose, the light can behave exactly like any of the lights under the Lights tab of the Inventory.
To add a light to an object:
In the Scene Objects panel or Object Structure panel, right-click the object name or a container within the object where you would like to add the light. Choose Add > Light. A new light is created within the object with the name LIT (short for "light") followed by a sequential number (for example, Light LIT0). Right-click on the light component (such as Light LIT0) to bring up a list of available actions. The new Light component can be set by clicking on Properties. This opens the light's properties panel, which allows you to set the following light properties: Name - Provide a name for the light. LightType - Choose from Point, or Spot from the dropdown menu. Each light type provides additional properties exactly like those found in their counterparts under the Lights tab of the System Objects Inventory. Color - Set the color of the light. Click the eyedropper tool to select a color, or provide red, green, and blue values between 0 and 255. Intensity - Set the brightness of the light. Range - Set how far the light can shine. Scriptable - Allow the light to be changed by scripts. Lights.png Click on the LightType dropdown menu to set the type of light you want to use. Once you choose a LightType, you can set additional light properties based on the type of light you have selected. add-lights-04.png The Point LightType and the parameters set above give the robot a glowing effect. Note: You can only edit the LightType of a light component via the individual light properties panel. However, you can edit the light's properties (i.e. color, range) both in the light properties panel and the main object's properties panel.
Adding scripts
You can add scripts to objects in order to make them perform actions or interact with avatars and the environment. Some scripts allow you to enter parameters; the name and function of each parameter is defined by the writer of the script.
To add a script to an object:
In the Scene Objects panel, right-click the object name or a container within the object where you would like to add the script. Choose Add > Script. A new script is created within the object with the name SCR (short for "script") followed by a sequential number (for example, Script SCR0). In the Object Structure panel, right-click the name of the script and choose Properties from the list of available actions to open the script's Properties panel. Scripts.png Open the Script component's Properties panel and select a script from the Script dropdown menu. In the Script dropdown, choose a script you have uploaded, purchased, or one of the scripts provided by default. After choosing the script you want to use, set the parameters of the script to your liking. The parameters available depend upon the script and which parameters the writer of the script wished to expose. Note: You may also change your script and edit script parameters from the object's main properties panel. For more information, see Uploading and Adding Scripts.
Adding audio
To attach a sound to an object:
In the Scene Objects panel or Object Structure panel, right-click the object name or a container within the object where you would like to add the sound. Choose Add > Audio. A new sound is created within the object with the name "Audio" followed by a sequential number (For example, "Audio 1"). The new sound comes with various properties, which can be accessed by right-clicking the name of the audio in the Object Structure panel and choosing Properties. From the Properties panel, you can set the same properties as in a standalone sound emitter, which are explained in Uploading a sound. Audio.png In the audio component's Properties panel, select a Sound and set its other properties as described in Uploading a sound. Note: You may also change your sound and edit sound properties from the object's main properties panel. For more information, see Uploading a sound. Because the audio emitter is attached to the object, when the object moves, the sound moves with it. By default, a sound is attached to the center of an object. You can reposition the emitter relative to the object:
In the object's Object Structure panel, click the sound inside the container (it is named something like "Audio 1"). This selects the audio emitter instead of its containing object. Drag the emitter by the XYZ handles to reposition it. Move_audio_emitter.png Repositioning the sound emitter of an object using the XYZ handles. This is useful for times when you want a sound to come from another position on an object. For example, if you have a dinosaur that roars, you probably want the sound emitter to be placed at the dinosaur's mouth.
Adding collision volumes
You can add collision volumes to an object:
In the Scene Objects panel or Object Structure panel, right-click the object name or a container within the object where you would like to add the collision volume. Choose Add > Volume. A new volume is created within the object with the name "Volume" followed by a sequential number. In the Scene Objects panel, right-click the volume component you want to edit and choose Properties to open the volume's properties panel. The volume properties panel allows you to set the following properties: Volume Type - Choose Box or Sphere. Depending on which mode you choose, a different scaling option appears. Has Collision - Allows physical objects and avatars to collide with the object. This must be set to On as a prerequisite to making the object dynamic. Radius - Appears if the Volume Type is Sphere. Use the slider or enter a value to define the bounds of the sphere. Extents - Appears if the Volume Type is Box. Enter values to define the X, Y, and Z dimensions of the box.
Optionally, choose an impact sound for the object by setting Custom Sound to On under Impact Sound: Sound - Choose a sound from your inventory. Loudness Offset - Set the relative loudness of the impact sound, in decibels. Pitch Variation - Randomly vary the pitch of the impact sound each time it plays, set in half-steps of the musical scale. A value of 12 means that the sound can be randomly shifted up or down by up to a full octave.
Editing the Animation component
The Animation component is specific to objects that have been created and uploaded with an animation. Animations cannot be added to an object after it has been uploaded to Sansar. For more information on animated objects and the Animation component, see Working with animated objects.
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