Difference between revisions of "Mesh/Decomposing a mesh for physics shape"

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== Upload the mesh file to Second Life ==
== Upload the mesh file to Second Life ==
[[File:MeshWalkthrough-Import_Model.png|right|300px|thumb|Import Model Menu]]
[[File:MeshWalkthrough-Import_Model.png|right|300px|thumb|Import Model Menu]]
Next, take the file that you downloaded to your computer and upload it to SL. (Note that during beta, uploading is free!)
Next, take the file that you downloaded to your computer and upload it to Second Life:
# Open the main menu "''Build''" menu, choose "''Upload''", click "''Model...''".
# Select '''Build''' > '''Upload''' > '''Model...'''.
#: (Alternately, open your Inventory View, click the "''+''" menu button, "''Upload''" > "''Model...''").
#: Alternatively, open My Inventory, click the '''+''' button, and select '''Upload''' > '''Model...'''.
#: A file dialog box opens.
#: A file dialog box opens.
# Find and select the "''duck.dae''" file from your computer.
# Find and select the <code>duck.dae</code> file from your computer.
#: The Import Model window will then appear.
#: The Upload Model window appears.
# Click the "''Generate LOD''" button at the top of this window.
# Enter a name for your model in the '''Name''' field.
#: The viewer will take a moment to process this.
# Select the Show Physics checkbox.
 
# In the Level of Detail tab, select the '''Auto generate''' radio button, and click '''Generate'''.
# Find the drop down item called "''Physical Shape''", choose "''Triangle Limit''".
#: The numbers in the Triangles and Vertices column of the table at the top have changed.
#: A text field will appear to enter the triangle limit, and the preview will show a single triangle.
# In the Physics tab, select the '''Use Level of Detail''' radio button, and select '''Medium''' in the dropdown menu.
# Type "''500''" into the text field and then hit enter.
#: Yellow lines appear on the surface of your model.
#: Note: You can choose a different number, although using a very large number will cause the next steps to take longer to process.  500 is high enough to make a good approximation of the duck shape for most physics purposes.  
# Click the '''Optimize''' button.
# A duck will appear in the preview window, at lower resolution than your original duck.
#: The Step 2: Decompose screen appears.
#: This is just the physics representation; it doesn't mean that your duck will appear in-world in that low resolution.
[[File:MeshWalkthrough-Generate_LOD_and_set_Physical_Shape.png|300px|Physics Representation]]
[[File:MeshWalkthrough-Generate_LOD_and_set_Physical_Shape.png|300px|Physics Representation]]


[[File:MeshWalkthrough-Physics_Decomposition_window.png|right|200px|thumb|Physics Decomposition Menu]]
[[File:MeshWalkthrough-Physics_Decomposition_window.png|right|200px|thumb|Physics Decomposition Menu]]
# Click the >> button next to "''Physical Shape''" to open the "''Physics Decomposition''" tool window.
# In the "''Physics Decomposition''" tool window, set the "''Decompose Quality''" dropdown to "''Normal''".
# Set the "''Method''" dropdown to "''Surface''".


# Click the "''Decompose''" button.
# Click the '''Decompose''' button.
#: The viewer will take a few seconds to process.
#: The Step 3: Simplify screen appears, and after a few seconds, your model is covered with colored triangles.
[[File:MeshWalkthrough-Decompose.png|300px|Decomposition Results]]
[[File:MeshWalkthrough-Decompose.png|300px|Decomposition Results]]


# Slide the "''Explode''" slider to see the decomposed shape.
# Move the '''Explode''' slider to see the decomposed shape.
#: Note: The explode slider does not change the decomposed shape, it only moves it away from the Mesh visually so you can see it clearly.
#: Note: The Explode slider does not change the decomposed shape, it only moves it away from the Mesh so you can see it clearly.
[[File:MeshWalkthrough-Explode_view.png|300px|Decomposition Explode View]]
[[File:MeshWalkthrough-Explode_view.png|300px|Decomposition Explode View]]


# Slide the "''Detail Scale''" slider to "''0.075''".
# Set the '''Detail Scale''' slider to '''0.081'''.
# Set the "''Simplify Method''" dropdown to "''Detail''".
# Under Simplify Method, select '''Detail''' from the dropdown menu.
# Click the "''Simplify''" button.
# Click the '''Simplify''' button.
#: The Decomposed pieces are simplified into a few objects.
#: The decomposed pieces are simplified into a few objects.
[[File:MeshWalkthrough-Simplify.png|300px|Simplified Decomposition]]
[[File:MeshWalkthrough-Simplify.png|300px|Simplified Decomposition]]


# In the main "''Import Model''" menu, click the "''Upload''" button to upload the mesh with this simplified Physics Shape.
# Click the '''Upload''' button to upload the mesh with this simplified physics shape.


== Add your mesh object to the world ==
== Add your mesh object to the world ==

Revision as of 16:36, 30 November 2010


MeshWalkthrough-Decomposing Physics-Splash.png

This walkthrough will go through how to make the physical shape that can be bumped into.

One key thing to understand is that the model that you see, and the model that you bump into, can be defined by different meshes. We want to make a physical shape that is just detailed enough to give the illusion that you are bumping into the shape that you see, because if the physical shape is extremely detailed, the simulator will slow down when the model collides with objects or avatars.

Get a Second Life compatible mesh file

The first step is to get a mesh file that you want to upload to Second Life. Second Life's mesh import is able to read COLLADA (".dae") files. For the purposes of creating a physics shape, you can use pretty much any model that you can successfully import into Second Life, so we'll use the basic duck here.

  1. Click this link -- https://collada.org/owl/download.php?sess=0&parent=126&expand=1&order=name&curview=0&binary=1&id=698/ -- to download the "duck.dae" COLLADA file.
  2. Save the file anywhere on your hard drive where you can find it later.

Upload the mesh file to Second Life

Import Model Menu

Next, take the file that you downloaded to your computer and upload it to Second Life:

  1. Select Build > Upload > Model....
    Alternatively, open My Inventory, click the + button, and select Upload > Model....
    A file dialog box opens.
  2. Find and select the duck.dae file from your computer.
    The Upload Model window appears.
  3. Enter a name for your model in the Name field.
  4. Select the Show Physics checkbox.
  5. In the Level of Detail tab, select the Auto generate radio button, and click Generate.
    The numbers in the Triangles and Vertices column of the table at the top have changed.
  6. In the Physics tab, select the Use Level of Detail radio button, and select Medium in the dropdown menu.
    Yellow lines appear on the surface of your model.
  7. Click the Optimize button.
    The Step 2: Decompose screen appears.

Physics Representation

Physics Decomposition Menu
  1. Click the Decompose button.
    The Step 3: Simplify screen appears, and after a few seconds, your model is covered with colored triangles.

Decomposition Results

  1. Move the Explode slider to see the decomposed shape.
    Note: The Explode slider does not change the decomposed shape, it only moves it away from the Mesh so you can see it clearly.

Decomposition Explode View

  1. Set the Detail Scale slider to 0.081.
  2. Under Simplify Method, select Detail from the dropdown menu.
  3. Click the Simplify button.
    The decomposed pieces are simplified into a few objects.

Simplified Decomposition

  1. Click the Upload button to upload the mesh with this simplified physics shape.

Add your mesh object to the world

Physics Shape display

You can now add your model to the world and view its physics decomposition.

  1. Find your "LOD3spShape" object in your "Objects" folder; if you're having trouble or have a large inventory, use your inventory's "RECENT" tab view.
  2. Drag the new object from your "Objects" folder to anywhere on the ground where you have permissions to build.
    A duck model will appear on the ground.
    This model is now physics-enabled, meaning that it can interact with other physics items in the world.
  3. Enable the "Develop" menu by hitting CTRL+ALT+Q or "Main Menu->Advanced->Show Develop Menu".
    A new menu titled "Develop" should appear in your main menu bar.
  4. Enable "Main Menu->Develop menu->Render Metadata->Physics Shapes".
Physics Efficiency
  1. Objects display with a color overlay which indicates how efficient their physics representation is. Aim to have the physics overlay appear in BLUE:
    • A blue overlay indicates the object's physics are efficient and will produce very little load on the sim.
    • A red overlay indicates the object could potentially cause high physics lag on the region.
  2. Edit the duck and open the Object tab of the Edit tools.
  3. Next to Physics Shape Type, choose Prim.
    The blue overlay will change to display the more accurate Physics Shape you created.

This is the end of the mesh walkthrough. Visit the Mesh main page for more information.