Uploading Collision From Blender to Second Life

ane) To upload mesh content you must payment data on file : Billing Information
two) To upload mesh content you must complete the mesh tutorial : Mesh Tutorial for the Main Grid
3) You need a mesh enabled viewer such as Second life viewer or Singularity
4) In you lot SL viewer go to Build > Upload > Model.
5) A window will open assuasive you lot to select a .dae files from your reckoner
6) commencement tab "level of details" LOD

LOD = Level of Detail

What is LOD?

LOD is the viewing altitude at which the detail levels change. It means that the particular of your object reduces the more than you zoom out from it. This is divers by the number of triangles and verticals of an object.

The LOD can be auto-generated or yous tin can create new .dae files with less verticals yourself. The ones you create yourself are unremarkably better quality merely more work of course.

If you click on High, Medium, Depression, and Everyman on the left side of the tab you will exist able to visualize how your object looks with the called number of verticals. Notice how the object's complication is reduced at each level.

For more than information on LOD bank check this wiki poste : http://wiki.secondlife.com/wiki/Mesh_and_LOD

LOD tab settings

If y'all have made your ain .dae LOD files y'all can use driblet downward menu to choose "Load from file" and select your .dae LOD file

If not you tin can endeavor these settings :
- High > your object .dae file
- Medium > Load from above
- Depression > I usually reduce this level (except for clothes and buildings)
- Lowest > for furniture you can put this level to 0 (not for clothes and buildings)

Then you can clic on summate weights and fees. The LOD will alter the weight and fees each time you modify them. Each time you alter information technology you have to recalculate, you can play with the settings until you find a price/weight that is acceptable for you lot. Keep in mind that the physics tab volition also make a difference on weight and fees.

seven) "Physics" tab

What is physics? (or collision file)

Wiki has quite a detailed post on physics : http://wiki.secondlife.com/wiki/Making_Mesh_Physics

Basically information technology means what will happen when you collaborate with the object, when yous walk into it, sit on it, stand on it, its what makes your object hard. This is more often than not important for furniture and firm parts that need openings ect... but for all the other objects the lower the physics the less prims information technology will employ (generally speaking considering it is non an exact science at all).

The same applies hither as for the LOD, physics can be car-generated or y'all can create .dae files with less verticals and more precise yourself. The ones yous create yourself are usually better quality but more work.

Phisics tab

Step 1 : Level of item

> Choose from the drib downwards carte du jour that says "choose i"
The choices are high, medium, low, lowest, from file.

When you have called one of these options you will meet that your detail in preview window is highlighted in xanthous. This shows you what how the physics will bear with the chosen option.

Each option combinations volition requite you unlike results that i will non become into in this tuto.

I will just give yous a few examples of settings that i use regularly. The best mode will be what works for yous but you can try these out :

For avatar attachments and dead objects similar lamps, clocks, vase :
Footstep 1 : low or lowest (sometimes it doesn't have low)
Step 2 : Clarify
Step three : From method carte choose "retain %" put retain N° to 1 then click simplify

For house parts what need to have a hole in for example or piece of furniture you need to sit down on.
Footstep 1 : High
Step 2 : Clarify
Pace 3 : From method bill of fare choose "retain %" play with Northward° and so click simplify, each time you will see the result modify in the preview menu, observe the all-time pick that works with your object.

Upload options Tab :

Here you can bank check the size/scale of your detail. Sometimes when exporting we do not pay attention to calibration so this is a very useful tool. Adjust the calibration if necessary to obtain the right dimensions.

Otherwise this Tab is exclusively for rigged items such as apparel and avatars.
If you item is rigged simply check the the "include skin weight" option.
Joints are not normally necessary unless you know otherwise.

Finishing upload :

When all the steps are complete
> Name your object
> Choose what information technology represents although i'm non certain that really dose annihilation.
> Calculate weights and fee and wait for cost and details to show
> Upload

IMPORTANT TIPS :

Lookout the details at the bottom of the window under the calculate weights and fee tab :

Each time you lot change an selection it volition affect the country impact, physics and fees. Remember to calculate and check equally y'all change things to help find the best combination.

To run across the physics of your objects inworld : How tin can i see physics
> Prove advanced carte du jour :
Windows - Ctrl+Alt+D
Mac - Ctrl+Opt ⌥+D
Linux - Ctrl+Alt+D
> Choose Advanced menu > Evidence Develop Bill of fare to enable information technology.
> Become to Return Metadata > Physics Shapes

When you upload furniture or houses : My physics are non working
By default you object is physics shape is gear up to "Convex Hull", in guild to use the physics settings you chose, y'all must change this to "Prim". This tin can also modify the prim count.

My upload .dae file is making me crash
Sometimes your viewer volition make up one's mind it dose not like a file, changing the proper noun of the file each time before uploading is a workaround that oft helps.

More than references :
Second life tutorial for uploading mesh : http://community.secondlife.com/t5/English-Cognition-Base/Uploading-a-mesh-model/ta-p/974185

payneangatte.blogspot.com

Source: http://mesh-agency.blogspot.com/2013/10/uploading-your-mesh-dae-files-to-you.html

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