What File Type Is Required to Upload Mesh to Second Life

Full general questions

Are the existing content tools in the Viewer going away?

Absolutely not! As with flexiprims and sculpties, meshes are function of the growing set of building tools bachelor in SL. Our goal is ever to expand the adequacy to create compelling experiences in SL. Past adding new options like meshes to our builders' tool sets, we're enabling the next generation of content creation while still supporting the classic tools that accept existed.

What does a mesh model look like with a viewer that doesn't back up mesh?

Here is a scene filled with mesh objects, as rendered by the SL Viewer:
Mesh 001.png

Here is the same scene, as rendered by a viewer that does not support mesh:
Meshes 001.png

How are meshes stored in SL?

Meshes are stored the same style every bit all other Second Life assets (textures, scripts, etc.). The mesh asset data is stored as a custom mesh format based on gzip and LLSD.

Modeling questions

What's the best tool to use to create a rigged mesh for 2nd Life?

This question is addressed in a forum thread, here.

Practise you lot have some sample mesh content?

  • Sample mesh files: Sample Content Page : Electric current listing of Mesh files you lot can download and try out.
  • Avatar mesh files: Second Life avatar meshes in .obj format, includes assets to preview the avatar in Poser, SLCP, Photoshop, etc.

How do I make sure my model looks good from a distance?

Experiment with your model on the Aditi test grid. Scale the mesh to its intended size, and then sentry the model while walking away until you run across it disappear. Picket the model every bit you walk toward it. If the results are not satisfactory, enhance or lower the number of triangles in the four automatically generated levels of detail in the upload dialog. Alternately, y'all may create custom models in a third party plan and upload them into the four level of item slots.

Intellectual property

How will permission systems work with meshes?

Meshes have exactly the aforementioned permissions system as sculpted prims and textures.

Do I retain intellectual property rights of the meshes that I create?

Yes, under the Second Life Terms of Service, you retain any intellectual property rights y'all have in the meshes and other content that you import into 2nd Life. It'southward of import to remember that you're responsible for knowing your intellectual property rights, and if you're importing meshes or other content to 2nd Life, you lot must have all the necessary rights and permissions.

How tin I protect my intellectual belongings in my meshes?

As nosotros announced in our Content Management Roadmap blog post, we are committed to empowering content creators to better manage and control their content.

The protections of the Second Life Terms of Service, Intellectual Property Policy, and Policy on Third-Party Viewers apply to meshes.

If you believe your meshes are being infringed, you may submit intellectual holding complaints to Linden Lab requesting removal of the content at event as provided in the Intellectual Belongings Policy.

What about models from services such as Google 3D Warehouse or Turbosquid?

Every mesh y'all acquire from these and other sites is subject area to its creator/vendor's particular license terms, and you must adhered to them. Every private Turbosquid model contains a license link on its master page, and Turbosquid's general Licensing Terms and FAQ can be establish here. Google's 3D Warehouse Terms of Service can exist found here. If whatsoever meshes violate either the original creator/vendor's license terms, or 2nd Life's Terms of Service and Policies, and so we will handle the matter as previously mentioned.

Performance and stability

Will meshes cause lag?

Meshes take several advantages over prims and sculpties when it comes to rendering efficiency and quality. Beginning, you lot need far fewer triangles using mesh versus prims resulting in college quality and faster rezzing times. For example, a very high quality character model tin require simply 15,000 triangles using a mesh, while an inferior version requires 250,000 triangles using prims! Additionally, meshes generally accept topology that highly optimized for real time rendering, when compared to prims or scuplties, and the upshot is much faster rendering speeds. However, meshes are a new asset blazon for the viewer to download and some may require higher bandwidth usage, potentially longer load times, and potentially higher physics loads on the sims.

Physics simulation is something that nosotros will besides exist watching very closely, especially in lite of our new Havok vii Havok_7_Beta_Home implementation, that should essentially optimize mesh collision calculations. Regarding heavier bandwidth and longer load times, nosotros will track bandwidth usage and, if necessary, piece of work to brand the streaming mesh format as size-optimal as possible and/or impose stricter quotas on the number of meshes that a region can efficiently support.

Is there a scale limit to mesh files that can be imported into SL?

At the first of the Open Beta, the default prim calibration limit will be 64m. As testing continues and we gather data, we will settle on a size that tin easily facilitate your creativity while still ensuring region stability.

Is there a file size limit to mesh files that tin can exist imported into SL?

Yes. The maximum mesh asset size after compression is 8MB, roughly equivalent to a 256MB raw COLLADA file. An entire region can support up to 128MB of singled-out mesh assets after compression, not including attachments. The size of fastened mesh assets is effectively unlimited, but at that place's no guarantee that all of your attachments volition be downloaded by other viewers.

Uploading questions

Why doesn't my mesh upload properly?

Please create a thread on our mesh forum ( http://community.secondlife.com/t5/Mesh/bd-p/Mesh ) , and tag information technology with [UPLOAD]. Nosotros're working on creating an upload troubleshooting page, and this will assist usa to observe common problem areas and reply questions in the future.

I cannot upload a mesh. What are the prerequisites of uploading a mesh?

In addition to the prerequisites listed on Uploading a mesh model, you lot must meet the following requirements:

  • Using a viewer that includes the mesh feature. Second Life Viewer 3.0+ and some tertiary political party viewers are able to view and upload mesh content.
  • Continuing on land that you can build on. This requirement will exist removed in the future.
  • Using a viewer has the capabilities feature (come across problems SH-1030).
  • Not experiencing a rare billing bug.

I'm uploading a rigged mesh (animated mesh to be worn on the avatar) and...

Delight create a thread on our mesh forum and tag it with [UPLOAD]. We're working on creating an upload troubleshooting page, which will help us answer questions in the future.

For full general information on how to upload a rigged mesh, come across Uploading and wearing a rigged mesh.

How do I test my model on Aditi (test filigree) and upload information technology with the same settings on Agni (primary grid)?

Second Life saves your model upload parameters; when you upload a model on the Aditi examination grid, you can upload it again on the primary Second Life grid without needing to re-set up all the parameters for the model.

KBcaution.png Important: Brand sure to double-cheque your parameters before uploading! We cannot refund Linden dollars lost in erroneous uploads.

How can I reduce the upload fee of my mesh?

Identify which of download weight, physics weight, and server weight is largest and attempt to minimize it. Click the Summate weights & fee push button to run into these weights.

Download weight: Use fewer triangles for each of the levels of detail on the model.

Physics weight:

  • Physics weight can be minimized by setting Physics > Use Level of Detail to Lowest.
  • Yous can also minimize the physics after upload by linking the mesh to a prim box (making the box the root prim), and then setting the physics shape blazon of the linked set to None. Since the physics type of the root prim of a linked gear up cannot be set to None, simply the box counts toward the object'south physics weight.

Server weight:

  • Apply single "large" mesh models rather than multiple dissever meshes.
  • Dissever and unlink agile and dynamic content from passive (unscripted, not-physical) content such every bit walls or landscaping.
  • For technical details on how we calculate server weight, see Mesh Server Weight.

Country impact

Why does a mesh cube have a land affect of x when a prim cube is one?

Prim count was not a realistic weight of the objects' resources usage and how they affect operation. However, nosotros are not irresolute their contribution to resource costs on legacy objects in order to maintain existing content.

Why does my object'southward land impact depend on the object'south scale?

Larger objects have a higher streaming weight -- they are visible from a greater altitude (which means they demand to be streamed to more viewers in an area). An object'south calibration tin can also increase or subtract its physics price, depending upon the object's shape, physics type, and the way in which its physics model was generated when you uploaded information technology.

Why exercise meshes take 10 land impact when they have the same number of triangles as a sculpted prim?

Prim count (in which a sculpted prim counts every bit i) was not a realistic weight of the objects' resource usage and how they affect performance.

Why does my country touch on go upwardly when I add a script?

The country impact of an object increases when you add a script if the land impact was adamant by server weight. This happens only when the server weight is college than either the streaming or physics weights of the object. Making an object dynamic (physical or scripted) increases the amount of piece of work the server has to exercise to track that object. Nearly often, objects have a college streaming or physics weight than server weight, so this just affects certain server-intensive pieces of content.

Why does my land impact go style upwardly when I link a mesh object to a prim (eg. torus)?

We desire to more than accurately display the true resource usage of content on the systems of Second Life and your reckoner. A torus prim is "simply" one prim, but it really creates a much larger load on the physics engine than other, less circuitous prim types such as a box or sphere.

  • For example, I have also noticed this occurring when I Link to but a one prim cube.
  • Solution you lot could add a script to unlink the mesh objects from the rest of the objects when y'all put in place.

I linked my mesh to a torus and its country impact went way up. How do I bring the state affect down to a reasonable value?

Set the Physics Shape type of the torus (constitute on the Features tab of the Build Tools window) to Convex Hull. The hollowness of the torus creates a high computational load on the physics engine. Setting it to Convex Hull simplifies the physics of the torus by putting a cap on the acme and lesser, meaning you volition no longer be able to stand within the torus. If you don't demand to collide with the torus at all, ready the Physics Shape type of the torus to None. Notation that the root prim of an object tin never be ready to Physics Shape type of None.

Why does my prim object'southward land impact become upward when I make some prims have no physics shape?

When whatsoever prim in an object is set to a physics type other than "prim", the entire object's land affect is calculated using state impact measurements instead of the traditional prim count. This ways that some prims in the linked set may be assigned a price higher than one.

How can I reduce the land impact of my uploaded mesh?

  1. Edit your object and click More Info.
  2. Figure out which of download weight, physics weight, or server weight is highest and is therefore driving your high country impact.
    • For objects with a large physics weight, a simple ii step process can lower the country impact. Prepare the Physics Shape type of the root prim and any prim that needs a physics shape to Convex Hull, so gear up the Physics Shape type of the residuum of the prims to None. The Physics Shape of the root prim cannot be None.
    • For objects with a large streaming weight, endeavor reducing the scale of the object or provide better-optimized levels of detail that reduce the number of triangles drawn when the object is viewed from a distance.
    • For objects with a big server weight, try making the mesh out of fewer pieces, link pocket-size objects together, and remove scripts from the object.

What is one example of how land impact calculations work to my do good when compared to prim count?

Since physics is now calculated separately from streaming or server weight, y'all can simplify the physics weight of an old prim-based vehicle to something less than 32, allowing you to add more 32 prims of visual detail without compromising the vehicle's physics functioning or vehicle status.

Avatars and wearable take no country impact limits. What numbers should I aim for?

There are a few options for determining how much impact your attachments have:

  • Turn on wireframe mode and take a look at your attachments. If they nonetheless look solid, it is probable that they contain more triangles than are necessary and are incurring too much streaming cost on the people effectually you lot. Y'all can turn on wireframe style in the Develop menu by choosing Develop > Rendering > Wireframe.
  • Turn on Avatar Rendering Toll to see the overall impact of your avatar. ARC uses a different rating system than land bear on; for more information on Avatar Rendering Cost, meet Avatar Rendering Cost.

Advanced questions

Why can't I import the model I created?

Please bank check the troubleshooting guide for some common bug.

I desire to animate my mesh. Why tin can't I utilize UUID flipping?

UUID flipping is being throttled on mesh to preclude the creation of objects that animate this way. Acquire more about why UUID flipping is bad, and what you lot can do instead.

How practise I mirror a mesh?

Sorry, we don't support this characteristic notwithstanding. We do plan to support mirroring after.

pylantphouter.blogspot.com

Source: https://wiki.secondlife.com/wiki/Mesh/FAQ

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