# SL Certification Basic Building

Preparing to build: Familarize yourself with the Edit window, and various tools available for building. Examine each of the menu tabs, what purpose they serve, and learn how to navigate between them while building. Know your position coordinates and orientation in the grid; Determine the coordinates of the boundaries of the parcel; Determine whether you have permission to build in the parcel; Determine how many prims you can rez in the parcel.

Prim basics: Position, rotate and size a prim precisely by numbers; Position, rotate and size a prim precisely using the grid; Demonstrate how to place prims within the parcel and precisely on the edge of the parcel; Demonstrate complete understanding of prim parameters for box, cylinder, sphere and triangular prism; Position and size a prim to exact multiples of its current size;

Texturing basics: Apply a texture to a prim, and to an individual face of a prim; Set textures differently on different faces of a prim;

# SL Certification Intermediate Building

Linked prims: Unlink a single prim from a link set, leaving the others linked; What is the root prim of a link set, how do you define it and how do you see it?; Rotate a link set around the root prim's center; Rotate a link set around the geometric center. Build a hexagon out of 10x10x0.5 triangular prisms without using a calculator.

Texturing: Explain the differences between default and planar; demonstrate how to match textures seamlessly on adjacent prims; set textures to a defined repeat per meter on all faces of a 10mx5mx0.25m box; set textures to a defined repeat per meter on a cylinder; set textures to a defined repeat per meter on the inside of a hollowed box and a hollowed cylinder.

Prims: Demonstrate complete understanding of all parameters of a tube, torus and ring. Demonstrate flexi prims; Demonstrate and discuss full bright and glow; Demonstrate light.

Alpha sorting: describe how alpha sorting problems manifest and how to minimise their effect.

Permissions: demonstrate how to debug permissions; set a build so that the next owner can mod and copy but not transfer; set a build so the next owner can transfer but not mod or copy; discuss how a build can get to be no transfer; identify no transfer prim in a build that is otherwise transferable; state how to avoid ending up with reduced permission versions of your own builds.

## Avatar attachments

Including jewelry, huds, gadgets and prim clothing.

Jewelry

Scale: define ideal sizes based on the average size of a female and male avatar. Including the size based on style of jewelry, and position it will be placed on an avatar's body;

Build: Demonstrate the ability to create various shapes of a microprim with the visual dimensions being less than the limits of x 0.010, y 0.010, z 0.010;

Zoom: Discuss the various techniques for zooming in an out of microprims, and what techniques are best untilized during the building process;

Texturing: demonstrate the ability to apply textures that can be viewed clearly, and with resonable detail from the default camera distance of an avatar;

Style Variations: demonstrate the ability to create diverse styles of jewelry utilizing various prim (or sculpty) shapes, sizes, pathcuts, hollowing, and twist features; Including the ability to incoporate complex geometric designs;

Scripted and Animated Jewelry: Discuss the various tools you can use to add flare, and style to jewelry designs;

Permissions: Discuss the various permissions you can set to your jewelry, and why you would want to choose one set of permissions over another;

HUDs

Scale: define ideal sizes based on various screen resolutions, and the ability to not obstruct a users line of sight while attached;

Build: demonstrate the ability to build an object, attach it as a HUD to a user's viewer screen, and serves a practical purpose;

Practical Purpose: discuss the various types of HUDs used in SL, and the purpose of using a HUD as opposed to an object that is attached to an avatar or set on land;

Scripted HUDs: Discuss the various tools you can use to give a HUD a functional or interactive use, and that makes it practical for attaching to a user's screen;

## Furniture

Scale: define ideal sizes for furniture based on the average height and width of a male or female avatar;

Texturing: demonstrate the ability to apply textures to furniture that are seamless, and realistic for the style of furniture being created;

Style Variations: demonstrate the ability to build furniture that requires both seamless (contemporary style) linking, and the use of prims that give the illusion of cushions (or padded) upholstery.

Animating Avatars for Furniture: Discuss the various tools you can use to animate an avatar that interacts with furniture.

## Buildings

Scale: define ideal sizes for ceiling height, height and width of doors, height of steps and height of safety rails.

Build to texture: discuss building techniques to minimize texturing time;

Joins and seams: discuss methods of eliminating visible seams; demonstrate joining walls

Roofs: demonstrate methods of building pitched roofs

Walk-throughs: demonstrate the ability to walk-through a structural build smoothly without loosing camera visibility (e.g. narrow passages may cause a camera to jump to another room, etc.)

## Microprims (tiny prims)

Scale: Discuss the various sizes of a microprim, and what function they may serve within Second Life; Discuss why you would not use a microprim for a project - what are some of the problems you may run across when using microprims;

Build: Demonstrate the ability to create various shapes of a microprim with the visual dimensions being less than the limits of x 0.010, y 0.010, z 0.010;

Zoom: Discuss the various techniques for zooming in an out of microprims, and what techniques are best untilized during the building process;

## Megaprims

Acceptable use: define the conditions for acceptable use of megaprims.

Prim transformations: demonstrate how to change the Z dimension of a box megaprim without changing its Z parameter.