Mesh/Upload de referência de modelo da UI

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Use a janela Carregar modelo para carregar arquivos COLLADA (.dae) no Second Life. Janela com três guias e uma seção de pré-visualização sempre disponível.

Visualizar

A área Pré-visualização exibe uma prévia do modelo selecionado com diferentes níveis de detalhamento. Use controles de câmera padrão para rodear e ampliar a visualização do modelo.

Nome   Nome do modelo sendo carregado.
Nível de detalhe   Selecione um nível de detalhamento para visualizar o modelo.
Template:Icon Engrenagem  
  • Mostrar bordas: Mostra as bordas do seu modelo, entre os vértices.
  • Mostrar física: Mostr a representação física do seu modelo como grades amarelas ou uma série de camadas coloridas.
  • Mostrar texturas: Mostra texturas aplicadas ao modelo.
  • Mostrar peso da pele: Se o modelo contém os dados do peso da pele, você verá a aparência do modelo em um avatar, que estará na posição de pé padrão.
  • Mostrar posição das juntas: Mostra o posicionamento de juntas customizadas, se houver.

Pesos e custo

Mostra o cálculo de download do modelo, custos de física e servidor, custo do equivalente em prims e o preço do upload.

Nível de detalhamento

This tab is the first step in the model upload process, in which you specify levels of detail for your model. Levels of detail (LOD) determine how the model looks at various distances. As you get farther away from a model, it renders in less detail to boost performance.

Preview your model's automatically generated levels of detail on the Level of Detail tab by clicking High, Medium, Low, or Lowest. Notice how the object's complexity is reduced at each level.

After you make selections in this tab, click the Physics tab.

Select Level of Detail

Click High, Medium, Low, or Lowest to preview and modify your model's various levels of detail (LOD). The status indicator color will show the whether your model is suitable for upload:

  • Green - No problems detected. Ready to upload.
  • Red - Too many vertices at this level of detail. Models at each level must have fewer vertices than the level above them.

Source

Select from the Source dropdown how you will specify your model's LOD:

  • Load from file
  • Auto-generate
  • Use LoD above


Load from file: Manually upload .dae files for models at any level of detail. This enables you to control how your model looks at each level of detail, preserving key visual features that the automated algorithms may otherwise distort.
Auto generate: Generate a new model at the currently-previewed level of detail, based upon the model you uploaded.
Method   Choose a complexity level for your object, based upon a maximum number of triangles or a maximum amount of overall change in your model's shape:
  • Triangle limit: Enter the maximum number of triangles for the model at the selected level of detail. This number must not exceed the number of triangles in the LOD above it.
  • Error threshold: Increase this value to decrease the amount of detail retained during simplification. For example, setting this value to 0.1 results in a model that is simplified to 90% of the original model's accuracy.


Use LoD above: Copy the next higher level of detail. If you set Medium, Low, and Lowest to this setting, only the model for High will be used.


Generate Normals: Provides options for generating surface normals on your model, affecting its shading and appearance of "hardness" along edges between vertices.

Crease Angle  

Adjusts the smoothness of the model. Increase this value to soften the hard, "faceted" look of models with relatively few vertices.


Física

This tab is the first step in the model upload process, in which you specify levels of detail for your model. Levels of detail (LOD) determine how the model looks at various distances. As you get farther away from a model, it renders in less detail to boost performance.

Preview your model's automatically generated levels of detail on the Level of Detail tab by clicking High, Medium, Low, or Lowest. Notice how the object's complexity is reduced at each level.

After you make selections in this tab, click the Physics tab.

Select Level of Detail

Click High, Medium, Low, or Lowest to preview and modify your model's various levels of detail (LOD). The status indicator color will show the whether your model is suitable for upload:

  • Green - No problems detected. Ready to upload.
  • Red - Too many vertices at this level of detail. Models at each level must have fewer vertices than the level above them.

Source

Select from the Source dropdown how you will specify your model's LOD:

  • Load from file
  • Auto-generate
  • Use LoD above


Load from file: Manually upload .dae files for models at any level of detail. This enables you to control how your model looks at each level of detail, preserving key visual features that the automated algorithms may otherwise distort.
Auto generate: Generate a new model at the currently-previewed level of detail, based upon the model you uploaded.
Method   Choose a complexity level for your object, based upon a maximum number of triangles or a maximum amount of overall change in your model's shape:
  • Triangle limit: Enter the maximum number of triangles for the model at the selected level of detail. This number must not exceed the number of triangles in the LOD above it.
  • Error threshold: Increase this value to decrease the amount of detail retained during simplification. For example, setting this value to 0.1 results in a model that is simplified to 90% of the original model's accuracy.


Use LoD above: Copy the next higher level of detail. If you set Medium, Low, and Lowest to this setting, only the model for High will be used.


Generate Normals: Provides options for generating surface normals on your model, affecting its shading and appearance of "hardness" along edges between vertices.

Crease Angle  

Adjusts the smoothness of the model. Increase this value to soften the hard, "faceted" look of models with relatively few vertices.


Modificadores

This tab is the first step in the model upload process, in which you specify levels of detail for your model. Levels of detail (LOD) determine how the model looks at various distances. As you get farther away from a model, it renders in less detail to boost performance.

Preview your model's automatically generated levels of detail on the Level of Detail tab by clicking High, Medium, Low, or Lowest. Notice how the object's complexity is reduced at each level.

After you make selections in this tab, click the Physics tab.

Select Level of Detail

Click High, Medium, Low, or Lowest to preview and modify your model's various levels of detail (LOD). The status indicator color will show the whether your model is suitable for upload:

  • Green - No problems detected. Ready to upload.
  • Red - Too many vertices at this level of detail. Models at each level must have fewer vertices than the level above them.

Source

Select from the Source dropdown how you will specify your model's LOD:

  • Load from file
  • Auto-generate
  • Use LoD above


Load from file: Manually upload .dae files for models at any level of detail. This enables you to control how your model looks at each level of detail, preserving key visual features that the automated algorithms may otherwise distort.
Auto generate: Generate a new model at the currently-previewed level of detail, based upon the model you uploaded.
Method   Choose a complexity level for your object, based upon a maximum number of triangles or a maximum amount of overall change in your model's shape:
  • Triangle limit: Enter the maximum number of triangles for the model at the selected level of detail. This number must not exceed the number of triangles in the LOD above it.
  • Error threshold: Increase this value to decrease the amount of detail retained during simplification. For example, setting this value to 0.1 results in a model that is simplified to 90% of the original model's accuracy.


Use LoD above: Copy the next higher level of detail. If you set Medium, Low, and Lowest to this setting, only the model for High will be used.


Generate Normals: Provides options for generating surface normals on your model, affecting its shading and appearance of "hardness" along edges between vertices.

Crease Angle  

Adjusts the smoothness of the model. Increase this value to soften the hard, "faceted" look of models with relatively few vertices.