Difference between revisions of "Making Mesh Physics"

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(Created page with "Unlike Second Life's default primitives which have a set system physics shape, you can create your own unique physics shape for your mesh objects. These should be as efficient as…")
 
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While the Second Life mesh uploader will create a physical shape for you, it's always better to make your own.  You'll save in land impact and upload fees plus you have much more control over how the physical shape interacts with animated objects.
While the Second Life mesh uploader will create a physical shape for you, it's always better to make your own.  You'll save in land impact and upload fees plus you have much more control over how the physical shape interacts with animated objects.


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File:Mesh_upload_05_001.jpg|The resulting simple physics shape in the physics engine
File:Mesh_upload_05_001.jpg|The resulting simple physics shape in the physics engine
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A couple things about mesh physical shapes:
* '''Setting an object to phantom does not remove it from the physics engine.'''
* The mesh uploader uploads the physical shape file based on the bounding box of the main mesh file.

Revision as of 10:44, 2 June 2012

Unlike Second Life's default primitives which have a set system physics shape, you can create your own unique physics shape for your mesh objects. These should be as efficient as possible (the less vertices the better) and reflect the necessary physical shape of the object.

While the Second Life mesh uploader will create a physical shape for you, it's always better to make your own. You'll save in land impact and upload fees plus you have much more control over how the physical shape interacts with animated objects.

Once uploaded, you aren't stuck with the physical shape of your object. If you find you don't need the physical shape as you uploaded it, simply create what shape you do need (the more minimal the better)and utilize the Physics shape None option to better streamline your object:

A couple things about mesh physical shapes:

  • Setting an object to phantom does not remove it from the physics engine.
  • The mesh uploader uploads the physical shape file based on the bounding box of the main mesh file.