Difference between revisions of "SL Cert - Intermediate Building"
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= Overview =
= Overview =
Latest revision as of 09:11, 6 September 2010
This page contains the criteria required for a candidate to become certified in building for Second Life. The building certification levels are as follows:
- Basic - building competently and accurately with simpler primitives;
- Intermediate - building competently and accurately with more complex primitives;
- Advanced - building the best possible quality content at one or more chosen scales.
Certification in Basic Building or equivalence.
At all levels the builder is expected to create builds which:
- follow established standards for accessibility;
- are free of usability defects;
- are free of defects which adversely impact simulator performance or the experience of avatars in the same region;
- are in accordance with their stated product descriptions or customer requirements;
- are clearly and comprehensibly documented where necessary.
At all levels the builder is expected to respond promptly and courteously to all customer comments and complaints
SL Certification Intermediate Building
- Unlink a single prim from a link set, leaving the others linked;
- Change the root prim of a link set;
- 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.
The candidate is expected to demonstrate the following without using third party scripts or tools
- Demonstrate some cases when planar gives a better result than default texture mapping
- Demonstrate how to match a texture seamlessly on adjacent prims
- Set a square texture so that one repeat has the same defined x and y dimensions on:
- all faces of a 10mx5mx0.25m box;
- all faces of a cylinder;
- the inside of a hollowed box
- the inside of a hollowed cylinder.
- Demonstrate methods for elimination of texture flicker (z- fighting) on precisely overlapping prims, and discuss limitations of methods.
- Discuss relationship of texture sizes to lag / loading time and general rule of thumb for size of textures used in various applications or on prims of certain sizes.
- Demonstrate complete understanding of all parameters of a tube, torus and ring.
- Demonstrate flexi prims;
- Demonstrate and discuss full bright and glow;
- Demonstrate light;
- Demonstrate use of Reference ruler mode and discuss when to use it rather than World or Local mode.
- Discuss conditions which necessitate use of a packaging and rezzing system for a build
- Discuss usability considerations for rezzing systems to minimize inconvenience for the user / purchaser when attempting to rez the build aligned and postioned within their parcel
- Define limits on temp rezzed prims
- Define caveats for use of temp rezzed prims
- Describe appropriate uses for temp rezzed prims
- Describe inappropriate uses for temp rezzed prims
Incorporating content from other creators
- Demonstrate incorporation of a third party sculpty texture into a build
- Demonstrate incorporation of a third party script into a build (for example a door or window script)
- Describe how alpha sorting problems manifest and how to minimise the effect.
- 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 your own build can become no transfer;
- Identify the no transfer prim in a build that is otherwise transferable;
- State how to avoid ending up with reduced permission versions of your own builds.