Difference between revisions of "Mesh/Uploading a multi-face mesh"

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[[File:MeshWalkthrough-Complex_Mesh_Upload-Splash.png|300px]]
Just as we can texture individual faces of a primitive differently, we can texture individual faces of meshes differently if the mesh has been properly set up for materials before import.
Just as we can texture individual faces of a primitive differently, we can texture individual faces of meshes differently if the mesh has been properly set up for materials before import.


First, import a multi-material model:
== Obtain a Second Life compatible mesh file ==
* First we'll need to download a multi-material COLLADA model file to your computer.
The first step is to get a multi-material mesh file onto your computer that you want to upload to SL.  SL's mesh import is able to read [https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema COLLADA] ("''.dae''") files.
* Download seymour.dae from https://collada.org/owl/download.php?sess=0&parent=131&expand=1&order=name&curview=0&binary=1&id=707
* Click on this link -- https://collada.org/owl/download.php?sess=0&parent=131&expand=1&order=name&curview=0&binary=1&id=707 -- to download the "''seymour.dae''" COLLADA file.
* Next we will upload the model to Second Life.
* Save the file anywhere on your hard drive where you can find it subsequently.
* Open the Build menu, choose Upload, click 'Model...'
 
** Alternately, open the Inventory, click the + menu button and Upload > "Model".
== Upload the mesh file to Second Life ==
* A file dialog box will open.
Next, take the file that you downloaded to your computer and upload it to SL. (Note that during beta, uploading is free!)
* Pick the COLLADA file you downloaded from your computer.
* Open the main menu "''Build''" menu, choose "''Upload''", click "''Model...''".
* The Import Model window will appear.
*: (Alternately, open your Inventory View, click the "''+''" menu button, "''Upload''" > "''Model...''").
* Click the 'Generate LOD' button at the top of this window.
*: This will cause a file dialog box will open.
* The viewer will take a moment to process this, then the Upload button will become clickable.
* Find and select the "''duck.dae''" file from your computer.
* Click the 'Upload' button.
*: The Import Model window will then appear.
* You will see 2 assets inserted into your Inventory as "boyShape". One will appear in the Meshes folder and one will appear in the Objects folder. We only care about the Object right now.
* Click the "''Generate LOD''" button at the top of this window.
** NOTE: Current LOD requirements are failing for many meshes.  LOD requirements and accounting is scheduled to be revised in Sprint 5.  In the meantime, these errors may cause Seymour to fail to be uploaded.
*: The viewer will take a moment to process this, then the "''Upload button''" will become clickable.
* Click the "''Upload''" button.
*: You will see 2 new assets in your inventory:
*: One will appear in your inventory's top-level "''Meshes''" folder, the other in your top-level "''Objects''" folder.
*: These will appear as "''boyShape''" for the duck object.
* We only care about the asset in your "''Object''" folder right now.
*: {{WARNING|Current LOD requirements are failing for many meshes.  LOD requirements and accounting is scheduled to be revised in Sprint 5.  In the meantime, these errors may cause Seymour to fail to be uploaded.}


Then, rez and edit it:
== Add your mesh object to the world and edit it ==
* Rez the model by dragging the model from your inventory to the ground
You should now be able to manipulate your mesh as if it were like any other object in your inventor
* Edit the model
* Find your "''boyShape''" object in your "''Objects''" folder; if you're having trouble or have a large inventory, use your inventory's "''RECENT''" tab view.
* Click "Select Face" in the top of the build window
* Drag the new object from your "''Objects''" folder to anywhere on the ground where you have permissions to build.
* Left-Click the goggle lenses of the model
*: The model will appear on the ground.
* Click the color swatch in the edit tools and change the color or click the texture swatch and change the texture.
* Right-click on the model and select "''Edit''".
* Continue to click other parts of the model (gloves, goggle frame, face, or cap) and change the color and/or texture
*: The generic "''Edit Object''" floater will appear.
* Click "''Select Face''" in the top of the build window.
* Left-click the goggle lenses of the model.
* Click the color swatch in the edit tools and change the color, or click the texture swatch and change the texture.
* Add color and/or textures to other parts of the model (gloves, goggle frame, face, or cap) in the same way.


[[Category:Mesh]]
[[Category:Mesh]]

Revision as of 13:24, 7 October 2010


MeshWalkthrough-Complex Mesh Upload-Splash.png

Just as we can texture individual faces of a primitive differently, we can texture individual faces of meshes differently if the mesh has been properly set up for materials before import.

Obtain a Second Life compatible mesh file

The first step is to get a multi-material mesh file onto your computer that you want to upload to SL. SL's mesh import is able to read COLLADA (".dae") files.

Upload the mesh file to Second Life

Next, take the file that you downloaded to your computer and upload it to SL. (Note that during beta, uploading is free!)

  • Open the main menu "Build" menu, choose "Upload", click "Model...".
    (Alternately, open your Inventory View, click the "+" menu button, "Upload" > "Model...").
    This will cause a file dialog box will open.
  • Find and select the "duck.dae" file from your computer.
    The Import Model window will then appear.
  • Click the "Generate LOD" button at the top of this window.
    The viewer will take a moment to process this, then the "Upload button" will become clickable.
  • Click the "Upload" button.
    You will see 2 new assets in your inventory:
    One will appear in your inventory's top-level "Meshes" folder, the other in your top-level "Objects" folder.
    These will appear as "boyShape" for the duck object.
  • We only care about the asset in your "Object" folder right now.
    {{WARNING|Current LOD requirements are failing for many meshes. LOD requirements and accounting is scheduled to be revised in Sprint 5. In the meantime, these errors may cause Seymour to fail to be uploaded.}

Add your mesh object to the world and edit it

You should now be able to manipulate your mesh as if it were like any other object in your inventor

  • Find your "boyShape" object in your "Objects" folder; if you're having trouble or have a large inventory, use your inventory's "RECENT" tab view.
  • Drag the new object from your "Objects" folder to anywhere on the ground where you have permissions to build.
    The model will appear on the ground.
  • Right-click on the model and select "Edit".
    The generic "Edit Object" floater will appear.
  • Click "Select Face" in the top of the build window.
  • Left-click the goggle lenses of the model.
  • Click the color swatch in the edit tools and change the color, or click the texture swatch and change the texture.
  • Add color and/or textures to other parts of the model (gloves, goggle frame, face, or cap) in the same way.