Mesh/Creating a mesh

From Second Life Wiki
Jump to navigation Jump to search


Mesh models must be created outside Second Life using a third-party 3D modeling tool. If you're a seasoned content creator, you may already be familiar with 3D Studio, Maya, Blender, or other popular professional tools; Google's SketchUp also provides a low barrier to entry for aspiring 3D modelers. Any 3D modeling software will work, as long as it can output models in COLLADA (.dae) format.

A list of software that has COLLADA support can be found at COLLADA.org Products Directory A very extensive list of 3d software can be found at 3Dlinks.com under the software section. Which of either the COLLADA or 3Dlinks items will work with Second Life is not known, but at least it is a starting point to look.

To learn more about some of the available 3D modeling tools, visit the 3D software guide created for use with sculpted prims. Most of the tools that work for sculpted prims should work with mesh, as long as they can export models in COLLADA format.

General Tips

  • For the best results, first try outputting individual models before trying whole 3D scenes.
  • If you already have a library of 3D models and need a way to convert them to COLLADA format, try Autodesk's FBX Converter (our preferred converter) or MeshLab.
KBnote.png Note: If you use FBX converter, you may need to convert your models to an intermediate format, then to DAE, depending on the original format.

Specific Software Tips

Autodesk 3ds Max

Tests of moderate complexity models worked with the following conditions:

- 3ds Max 2010 with Connection Extension and OpenCOLLADA plugin.

- Object was Editable Poly, with other items removed (dummy objects, lights, rigging, etc)

- Units was Metric cm