Difference between revisions of "Sculpted Prims: Importing"

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Currently there is a push to get the client to import models as sculpted prims from a variety of 3d modeling formats.
Currently there is a push to get the client to import models as sculpted prims from a variety of 3d modeling formats.
{|
{|
{{LSL DefineRow||3dm|Rhino & MoI}}
{{LSL DefineRow||3dm|{{Jira|VWR-858}}|Rhino & MoI}}
{{LSL DefineRow||3ds|3D Studio Max}}
{{LSL DefineRow||3ds|{{Jira|VWR-1111}}|3D Studio Max}}
{{LSL DefineRow||obj|Wavefront}}
{{LSL DefineRow||obj|{{Jira|VWR-1110}}|Wavefront}}
|}
|}



Revision as of 01:45, 26 June 2007

Currently there is a push to get the client to import models as sculpted prims from a variety of 3d modeling formats.

•  3dm VWR-858 Rhino & MoI
•  3ds VWR-1111 3D Studio Max
•  obj VWR-1110 Wavefront

The main method currently for doing this translation is to use UV mapping cordinants to retrieve positions on the surface of the mesh. There are three hurdles to this.

  1. UV mappings may be missing or not continuous.
  2. The objects may be made up of multiple surfaces.
    • Distributing the limited LOD appropriately.
    • Stitching surfaces together. The UV mapping along the edges may not align.

The correct approach to this is to refactor the mesh and UV coordinates into a single surface. To stitch two mesh together without complex math, the derivatives of the UV coordinates need to match on each side of edge.