Difference between revisions of "Sculpted Prims: Importing"

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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.
Current importers & converters get around these problems by ignoring them and only allowing the user to import one surface objects with continuous UV coordinates.
 
 
The correct approach to this is to refactor the mesh and UV coordinates into a single surface. To stitch two surfaces together without complex math, the derivatives of the UV coordinates need to match on each side of edge.

Revision as of 01:53, 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 Rhino & MoI VWR-858
•  3ds 3D Studio Max VWR-1111
•  obj Wavefront VWR-1110


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.


Current importers & converters get around these problems by ignoring them and only allowing the user to import one surface objects with continuous UV coordinates.


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