Difference between revisions of "Mesh/Exporting a mesh from Blender"

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== Best Practices ==
== Best Practices ==
[http://blogs.secondlife.com/message/460796#41935 Forum thread on optimizing your mesh in Blender for Second Life]
[http://blogs.secondlife.com/message/460796#41935 Forum thread on optimizing your mesh in Blender for Second Life]
[http://blogs.secondlife.com/message/552002#552002 Forum thread on installing Blender]
[http://blogs.secondlife.com/message/552002#552002 Forum thread on installing Blender]
=== Bones and rigging ===
=== Bones and rigging ===

Revision as of 10:41, 31 December 2010

Video tutorial

Check out this 3-part Blender tutorial for static meshes.

There's also a detailed Blender rigging tutorial here: BlanderMan rigging tutorial part 1-1, part 1-2, part 2.

Simple tube avatar

<videoflash type="youtube">3JHWDdrIeD0|640|505</videoflash>

Mancandy avatar

<videoflash type="youtube">8w88B7F7v_k|640|505</videoflash>

Basic workflow

Create a box (or monkey or teapot or hippo)

Reduce polygons

The easiest way to reduce the polygon count of your mesh is via the "Poly Reducer" script, accessible via the Mesh -> Scripts -> Poly Reducer. This script reduces the number of polygons in the model without affecting its shape, much like the "Decimate" tool, but also maintains the mesh's UV mapping.

To quickly and easily produce a set of LOD meshes:

  1. Make sure your blender file is saved
  2. Export your full-detail mesh to COLLADA
  3. Run Poly Reducer with a poly reduce setting of 0.5 (to reduce your polygon count by half).
    • If you make any manual changes to tweak the resulting mesh, remember to update the UV map to match.
  4. Export your mesh to COLLADA; this will be the "medium" level of detail.
  5. Reload your original full-detail mesh. It's good to start from the full-detail mesh each time to prevent errors from accumulating, though this may not be a significant concern for simple meshes such as attachments.
  6. Run Poly Reducer with a poly reduce setting of 0.25 (to reduce your polygon count by three quarters).
  7. Export your mesh to COLLADA; this will be your "low" level of detail.
  8. Reload your original full-detail mesh.
  9. Run Poly Reducer with a poly reduce setting of 0.125 (to reduce your polygon count by seven eighths).
  10. Export your mesh to COLLADA; this will be your "lowest" level of detail. You may also want to use this mesh when defining your model's physics.

Unfortunately the Poly Reducer script is currently only available for version 2.4x of Blender. The "Decimate" modifier is a serviceable substitute but the downside is that you'll need to redo the UV map for each LOD level.

Apply textures

Scale to meters

Export to COLLADA

Import to SL

Best Practices

Forum thread on optimizing your mesh in Blender for Second Life

Forum thread on installing Blender

Bones and rigging

Forum tip for exporting joint positions with Blender

Gotchas and workarounds

Optimization techniques

Tutorial links