The One-Prim Framed Picture

This will be very short and very simple tutorial, in the first place specifically to show how to create a one-prim framed picture, and secondly and more generally how to exploit features in an object’s Edit window to create low-prim objects.

Begin by rezzing a box to the ground.  You should now resize it to the dimensions of the picture you’ll use.  Note that, as rezzed, this will be your picture frame lying, as it were, on its back, you might be resizing it to something like:

  • x = 1.8
  • y = 1.2
  • z = 0.05

Now texture it.  ‘Brazilian rosewood’ or ‘Bubinga’ (both may be found in your Inventory in the Textures folder of the default Library) would be suitable for the wooden frame.

Next, in the Object tab of your Edit window, locate the Taper fields and increment the X and Y values to around 0.15 and 0.20 respectively (or however large you’d wish the frame to be).

Now you may add the picture itself, either via the Texture tab of the Edit window or by dragging and dropping the image onto the centred face of the frame.  If using the Texture tab, first click the Select Texture radio button upper-left of the Edit window (see image, right) and then click the top face of your picture frame.  Clicking the Texture icon in the Edit window, you can then choose the picture from your Inventory.  You may again, if you do not have your own pictures, select from the pictures in the Photo Album of the default Library.  Depending on the picture you have chosen, it will either now be a portrait or panorama, so you’ll need to rotate it: in edit mode, the Object tab, enter 90.00 in the X field of Rotation if the image is a panorama, otherwise 90.00 in the Y field if a portrait.

That’s it! you’re done!

What have you learned beyond how to create a framed picture?  You’ve also learned how to taper primitive objects.  For example, now increase both X and Y to 1.00 and texture with Bricks form the Library textures … voilà! a pyramid.  Alternatively, reset Taper to X = 1.00 and Y =0.00 and then resize to X = 4, Y = 4, and Z = 2 and you have a pitched roof.  (Hint: slide Hollow up to the maximum 95.0 for a roof space within.)


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