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		<id>https://wiki.secondlife.com/w/index.php?title=Blender&amp;diff=1160516</id>
		<title>Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Blender&amp;diff=1160516"/>
		<updated>2012-01-03T23:18:28Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: /* 3DBuzz Series (8 Parts) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blender&#039;&#039;&#039; is a free open source 3D computer graphics program, available under the GNU General Public License for the Linux, Mac OS X, and Microsoft Windows operating systems.&lt;br /&gt;
&lt;br /&gt;
Blender&#039;s features include 3D modeling, UV unwrapping, texturing, Skeletal animation, water and smoke simulations, Computer animation, Rendering, Computer simulation, video editing, the ability to create interactive 3D applications, video games, animated film, or visual effects. More advanced tools include rigid, realistic body, fluid, cloth and softbody dynamics simulation, modifier-based modeling, character animation, a node-based material and compositing system, and embedded scripting in [[Python (programming language)|Python]].&lt;br /&gt;
&lt;br /&gt;
There are currently two version of Blender that people are using in Second Life.  This unfortunately does occaisionally lead to confusion about tool usage and placement.&lt;br /&gt;
&lt;br /&gt;
Blender v2.49  has been criticised as being hard to learn and not up to date with the needs of the graphics artist community in general.  Most people who are solely interested in sculpts use this version  because of the addons available to make sculpt making easier.&lt;br /&gt;
&lt;br /&gt;
Blender 2.5x is the result of an effort by the Blender community to update the interface of Blender as well as to make it more feature rich.  This version has recently reached stable status but still lacks a few features that make it a home run.  Never the less new users are adopting it because of the easier to learn interface and the new addon tools designed for Second Life that are coming online for this version.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Second Life Blender can allow a user to design and create the files necessary to import sculpties as well as the &amp;quot;mesh&amp;quot; object type.  Blender can also export animations to the .BVH file format that Second Life uses.&lt;br /&gt;
&lt;br /&gt;
==Support==&lt;br /&gt;
&lt;br /&gt;
The user base forms the core of the support mechanisms for Blender.  Most users learn Blender through community tutorials and discussion forums on the internet such as Blender Artists [http://www.blenderartists.org/forum/].&lt;br /&gt;
&lt;br /&gt;
There are many inworld Second Life user groups (in numerous languages) that are dedicated to helping and teaching Blender users.  Simply search for Blender in groups.&lt;br /&gt;
&lt;br /&gt;
Numerous other sites, for example BlenderArt Magazine[http://blenderart.org/]—a free, downloadable magazine with each issue handling a particular area in 3D development—and [http://www.blendernation.com/ BlenderNation], provide information on everything surrounding Blender, showcase new techniques and features, and provide tutorials and other guides.&lt;br /&gt;
&lt;br /&gt;
== Addons ==&lt;br /&gt;
There are many addons for Blender that allow an easier content creation experience.  To find addons that are specific to the needs of Second Life, look here:&lt;br /&gt;
&lt;br /&gt;
http://blog.machinimatrix.org&lt;br /&gt;
&lt;br /&gt;
Note: Addons for Blender 2.49 will not work on Blender 2.5x so be sure of which version you are using.&lt;br /&gt;
&lt;br /&gt;
== Tutorial links ==&lt;br /&gt;
&lt;br /&gt;
==  Blender 2.49 specific ==&lt;br /&gt;
http://www.youtube.com/user/BlenderSL   BlenderSL on YouTube&lt;br /&gt;
&lt;br /&gt;
http://blog.machinimatrix.org/video-tutorials/   Machinimatrix&lt;br /&gt;
&lt;br /&gt;
http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html&lt;br /&gt;
&lt;br /&gt;
http://sites.google.com/site/amandalevitsky/sculptedprims&lt;br /&gt;
&lt;br /&gt;
http://lightstarstudios.blogspot.com/2009/09/shadowaomaps.html&lt;br /&gt;
&lt;br /&gt;
http://www.sluniverse.com/php/vb/tutorials/31727-tutorial-baking-specular-blender.html&lt;br /&gt;
&lt;br /&gt;
http://www.squidoo.com/myblenderlenses&lt;br /&gt;
&lt;br /&gt;
http://www.masterprim.com/blender&lt;br /&gt;
&lt;br /&gt;
http://www.flickr.com/groups/sl_sculpties/discuss/72157612494819966/&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/user/3rdmoon1&lt;br /&gt;
&lt;br /&gt;
http://sites.google.com/site/amandalevitsky/sculptedprims&lt;br /&gt;
&lt;br /&gt;
http://robynhuffaker.com/sculptblender/&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/user/super3boy   (Has tutorials for old and new blender.  SO if you see an interface that doesn&#039;t look right ,  look at one if his other tutorials.)&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=m5DwdgVbiXc&amp;amp;feature=BFa&amp;amp;list=PL11D6E99BB51A2BB2&amp;amp;lf=plpp    Making of rigged clothing&lt;br /&gt;
&lt;br /&gt;
http://tentacolor.com/sl-animation-for-blender-newbs/         &lt;br /&gt;
&lt;br /&gt;
==  Blender 2.5x specific ==&lt;br /&gt;
&lt;br /&gt;
http://blog.machinimatrix.org/3d-creation/blender-meshes-trail/&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/playlist?list=PLAB4DF1F21A33CB3B&amp;amp;feature=plcp&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/playlist?list=PL2BA5BDF79FF50122&amp;amp;feature=plcp&lt;br /&gt;
&lt;br /&gt;
http://www.cdschools.org/54223045235521/blank/browse.asp?a=383&amp;amp;bmdrn=2000&amp;amp;bcob=0&amp;amp;c=55205﻿&lt;br /&gt;
&lt;br /&gt;
http://blendernewbies.blogspot.com/search/label/Blender%202.5&lt;br /&gt;
&lt;br /&gt;
http://www.blendercookie.com/&lt;br /&gt;
&lt;br /&gt;
http://www.blenderguru.com/whered-that-button-go/&lt;br /&gt;
&lt;br /&gt;
http://totallyblended.com/New/?page_id=705&lt;br /&gt;
&lt;br /&gt;
http://blendernerd.com&lt;br /&gt;
&lt;br /&gt;
https://sites.google.com/site/satishgoda/blender&lt;br /&gt;
&lt;br /&gt;
http://3d-synthesis.com/tutorialsenglish.html&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/user/super3boy              (has been updating his tutorials for 2.5)&lt;br /&gt;
&lt;br /&gt;
http://www.katsbits.com/tutorials/index.php&lt;br /&gt;
&lt;br /&gt;
http://cogfilms.com/index.html&lt;br /&gt;
&lt;br /&gt;
http://www.blendercycles.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3DBuzz Series (8 Parts) ===&lt;br /&gt;
&lt;br /&gt;
Whole series in one page: http://www.3dbuzz.com/vbforum/content.php?223-Blender-Fundamentals&lt;br /&gt;
&lt;br /&gt;
Series in parts:&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?188849-Blender-Fundamentals-First-drop-of-videos-now-available-to-the-public&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?188994-Blender-Fundamentals-Drop-2-is-now-ready-for-download&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?190455-Blender-Fundamentals-Drop-3-is-now-ready-for-download&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?190522-Blender-Fundamentals-Drop-4-is-now-ready-for-download!-Sept-9-2011&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?191001-Blender-Fundamentals-Drop-5-Over-an-hour-of-new-modeling-content!&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?191017-Blender-Fundamentals-Drop-6-Another-1-hours-of-modeling-content!&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?191097-Blender-Fundamentals-Drop-7-UV-Layout-for-BananaMan!&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?191204&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
*[http://www.blender.org/ Official website]&lt;br /&gt;
*[http://www.blenderartists.org/forum/ Blender Artists Community]&lt;br /&gt;
*[http://www.blendernation.com/ BlenderNation: Blender news site]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mesh]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Blender&amp;diff=1159063</id>
		<title>Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Blender&amp;diff=1159063"/>
		<updated>2011-12-03T02:43:00Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: /* 3DBuzz Series (7 Parts) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blender&#039;&#039;&#039; is a free open source 3D computer graphics program, available under the GNU General Public License for the Linux, Mac OS X, and Microsoft Windows operating systems.&lt;br /&gt;
&lt;br /&gt;
Blender&#039;s features include 3D modeling, UV unwrapping, texturing, Skeletal animation, water and smoke simulations, Computer animation, Rendering, Computer simulation, video editing, the ability to create interactive 3D applications, video games, animated film, or visual effects. More advanced tools include rigid, realistic body, fluid, cloth and softbody dynamics simulation, modifier-based modeling, character animation, a node-based material and compositing system, and embedded scripting in [[Python (programming language)|Python]].&lt;br /&gt;
&lt;br /&gt;
There are currently two version of Blender that people are using in Second Life.  This unfortunately does occaisionally lead to confusion about tool usage and placement.&lt;br /&gt;
&lt;br /&gt;
Blender v2.49  has been criticised as being hard to learn and not up to date with the needs of the graphics artist community in general.  Most people who are solely interested in sculpts use this version  because of the addons available to make sculpt making easier.&lt;br /&gt;
&lt;br /&gt;
Blender 2.5x is the result of an effort by the Blender community to update the interface of Blender as well as to make it more feature rich.  This version has recently reached stable status but still lacks a few features that make it a home run.  Never the less new users are adopting it because of the easier to learn interface and the new addon tools designed for Second Life that are coming online for this version.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Second Life Blender can allow a user to design and create the files necessary to import sculpties as well as the &amp;quot;mesh&amp;quot; object type.  Blender can also export animations to the .BVH file format that Second Life uses.&lt;br /&gt;
&lt;br /&gt;
==Support==&lt;br /&gt;
&lt;br /&gt;
The user base forms the core of the support mechanisms for Blender.  Most users learn Blender through community tutorials and discussion forums on the internet such as Blender Artists [http://www.blenderartists.org/forum/].&lt;br /&gt;
&lt;br /&gt;
There are many inworld Second Life user groups (in numerous languages) that are dedicated to helping and teaching Blender users.  Simply search for Blender in groups.&lt;br /&gt;
&lt;br /&gt;
Numerous other sites, for example BlenderArt Magazine[http://blenderart.org/]—a free, downloadable magazine with each issue handling a particular area in 3D development—and [http://www.blendernation.com/ BlenderNation], provide information on everything surrounding Blender, showcase new techniques and features, and provide tutorials and other guides.&lt;br /&gt;
&lt;br /&gt;
== Addons ==&lt;br /&gt;
There are several addons for blender that allow an easier content creation experience.  Most addons can be found here:&lt;br /&gt;
&lt;br /&gt;
http://blog.machinimatrix.org&lt;br /&gt;
&lt;br /&gt;
Addons for Blender 2.49 will not work on Blender 2.5x so be sure of which version you are using.&lt;br /&gt;
&lt;br /&gt;
== Tutorial links ==&lt;br /&gt;
&lt;br /&gt;
==  Blender 2.49 specific ==&lt;br /&gt;
http://www.youtube.com/user/BlenderSL   BlenderSL on YouTube&lt;br /&gt;
&lt;br /&gt;
http://blog.machinimatrix.org/video-tutorials/   Machinimatrix&lt;br /&gt;
&lt;br /&gt;
http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html&lt;br /&gt;
&lt;br /&gt;
http://sites.google.com/site/amandalevitsky/sculptedprims&lt;br /&gt;
&lt;br /&gt;
http://lightstarstudios.blogspot.com/2009/09/shadowaomaps.html&lt;br /&gt;
&lt;br /&gt;
http://www.sluniverse.com/php/vb/tutorials/31727-tutorial-baking-specular-blender.html&lt;br /&gt;
&lt;br /&gt;
http://www.squidoo.com/myblenderlenses&lt;br /&gt;
&lt;br /&gt;
http://www.masterprim.com/blender&lt;br /&gt;
&lt;br /&gt;
http://www.flickr.com/groups/sl_sculpties/discuss/72157612494819966/&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/user/3rdmoon1&lt;br /&gt;
&lt;br /&gt;
http://sites.google.com/site/amandalevitsky/sculptedprims&lt;br /&gt;
&lt;br /&gt;
http://robynhuffaker.com/sculptblender/&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/user/super3boy   (Has tutorials for old and new blender.  SO if you see an interface that doesn&#039;t look right ,  look at one if his other tutorials.)&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=m5DwdgVbiXc&amp;amp;feature=BFa&amp;amp;list=PL11D6E99BB51A2BB2&amp;amp;lf=plpp    Making of rigged clothing&lt;br /&gt;
&lt;br /&gt;
http://tentacolor.com/sl-animation-for-blender-newbs/         &lt;br /&gt;
&lt;br /&gt;
==  Blender 2.5x specific ==&lt;br /&gt;
&lt;br /&gt;
http://blog.machinimatrix.org/3d-creation/blender-meshes-trail/&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/playlist?list=PLAB4DF1F21A33CB3B&amp;amp;feature=plcp&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/playlist?list=PL2BA5BDF79FF50122&amp;amp;feature=plcp&lt;br /&gt;
&lt;br /&gt;
http://www.cdschools.org/54223045235521/blank/browse.asp?a=383&amp;amp;bmdrn=2000&amp;amp;bcob=0&amp;amp;c=55205﻿&lt;br /&gt;
&lt;br /&gt;
http://blendernewbies.blogspot.com/search/label/Blender%202.5&lt;br /&gt;
&lt;br /&gt;
http://www.blendercookie.com/tag/2-5/&lt;br /&gt;
&lt;br /&gt;
http://www.blenderguru.com/whered-that-button-go/&lt;br /&gt;
&lt;br /&gt;
http://totallyblended.com/New/?page_id=705&lt;br /&gt;
&lt;br /&gt;
http://blendernerd.com/?cat=5&lt;br /&gt;
&lt;br /&gt;
https://sites.google.com/site/satishgoda/blender&lt;br /&gt;
&lt;br /&gt;
http://3d-synthesis.com/tutorialsenglish.html&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/user/super3boy              (has been updating his tutorials for 2.5)&lt;br /&gt;
&lt;br /&gt;
http://www.katsbits.com/tutorials/index.php&lt;br /&gt;
&lt;br /&gt;
http://cogfilms.com/index.html&lt;br /&gt;
&lt;br /&gt;
=== 3DBuzz Series (8 Parts) ===&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?188849-Blender-Fundamentals-First-drop-of-videos-now-available-to-the-public&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?188994-Blender-Fundamentals-Drop-2-is-now-ready-for-download&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?190455-Blender-Fundamentals-Drop-3-is-now-ready-for-download&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?190522-Blender-Fundamentals-Drop-4-is-now-ready-for-download!-Sept-9-2011&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?191001-Blender-Fundamentals-Drop-5-Over-an-hour-of-new-modeling-content!&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?191017-Blender-Fundamentals-Drop-6-Another-1-hours-of-modeling-content!&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?191097-Blender-Fundamentals-Drop-7-UV-Layout-for-BananaMan!&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?191204&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
*[http://www.blender.org/ Official website]&lt;br /&gt;
*[http://www.blenderartists.org/forum/ Blender Artists Community]&lt;br /&gt;
*[http://www.blendernation.com/ BlenderNation: Blender news site]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mesh]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Blender&amp;diff=1158707</id>
		<title>Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Blender&amp;diff=1158707"/>
		<updated>2011-11-25T23:09:20Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Blender&#039;&#039;&#039; is a free open source 3D computer graphics program, available under the GNU General Public License for the Linux, Mac OS X, and Microsoft Windows operating systems.&lt;br /&gt;
&lt;br /&gt;
Blender&#039;s features include 3D modeling, UV unwrapping, texturing, Skeletal animation, water and smoke simulations, Computer animation, Rendering, Computer simulation, video editing, the ability to create interactive 3D applications, video games, animated film, or visual effects. More advanced tools include rigid, realistic body, fluid, cloth and softbody dynamics simulation, modifier-based modeling, character animation, a node-based material and compositing system, and embedded scripting in [[Python (programming language)|Python]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are currently two version of Blender that people are using in Second Life.  This unfortunately does occaisionally lead to confusion about tool usage and placement.&lt;br /&gt;
&lt;br /&gt;
Blender v2.49  has been criticised as being hard to learn and not up to date with the needs of the graphics artist community in general.  Most people who are solely interested in sculpts use this version  because of the addons available to make sculpt making easier.&lt;br /&gt;
&lt;br /&gt;
Blender 2.5x is the result of an effort by the Blender community to update the interface of Blender as well as to make it more feature rich.  This version has recently reached stable status but still lacks a few features that make it a home run.  Never the less new users are adopting it because of the easier to learn interface and the new addon tools designed for Second Life that are coming online for this version.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Second Life Blender can allow a user to design and create the files necessary to import sculpties as well as the &amp;quot;mesh&amp;quot; object type.  Blender can also export animations to the .BVH file format that Second Life uses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Support==&lt;br /&gt;
&lt;br /&gt;
The user base forms the core of the support mechanisms for Blender.  Most users learn Blender through community tutorials and discussion forums on the internet such as Blender Artists [http://www.blenderartists.org/forum/].&lt;br /&gt;
&lt;br /&gt;
There are many inworld Second Life user groups (in numerous languages) that are dedicated to helping and teaching Blender users.  Simply search for Blender in groups.&lt;br /&gt;
&lt;br /&gt;
Numerous other sites, for example BlenderArt Magazine[http://blenderart.org/]—a free, downloadable magazine with each issue handling a particular area in 3D development—and [http://www.blendernation.com/ BlenderNation], provide information on everything surrounding Blender, showcase new techniques and features, and provide tutorials and other guides.&lt;br /&gt;
&lt;br /&gt;
== Addons ==&lt;br /&gt;
There are several addons for blender that allow an easier content creation experience.  Most addons can be found here:&lt;br /&gt;
&lt;br /&gt;
http://blog.machinimatrix.org&lt;br /&gt;
&lt;br /&gt;
Addons for Blender 2.49 will not work on Blender 2.5x so be sure of which version you are using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tutorial links ==&lt;br /&gt;
  ==  Blender 2.49 specific ==&lt;br /&gt;
http://www.youtube.com/user/BlenderSL   BlenderSL on YouTube&lt;br /&gt;
&lt;br /&gt;
http://blog.machinimatrix.org/video-tutorials/   Machinimatrix:&lt;br /&gt;
&lt;br /&gt;
http://iramblesorry.blogspot.com/2007/05/how-i-learned-to-stop-worrying-and-love_28.html&lt;br /&gt;
&lt;br /&gt;
http://sites.google.com/site/amandalevitsky/sculptedprims&lt;br /&gt;
&lt;br /&gt;
http://lightstarstudios.blogspot.com/2009/09/shadowaomaps.html&lt;br /&gt;
&lt;br /&gt;
http://www.sluniverse.com/php/vb/tutorials/31727-tutorial-baking-specular-blender.html&lt;br /&gt;
&lt;br /&gt;
http://www.squidoo.com/myblenderlenses&lt;br /&gt;
&lt;br /&gt;
http://www.masterprim.com/blender&lt;br /&gt;
&lt;br /&gt;
http://www.flickr.com/groups/sl_sculpties/discuss/72157612494819966/&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/user/3rdmoon1&lt;br /&gt;
&lt;br /&gt;
http://sites.google.com/site/amandalevitsky/sculptedprims&lt;br /&gt;
&lt;br /&gt;
http://robynhuffaker.com/sculptblender/&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/user/super3boy         (Has tutorials for old and new blender.  SO if you see an interface that doesn&#039;t look right ,  look at one if his other tutorials.)&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=m5DwdgVbiXc&amp;amp;feature=BFa&amp;amp;list=PL11D6E99BB51A2BB2&amp;amp;lf=plpp    Making of rigged clothing&lt;br /&gt;
&lt;br /&gt;
http://tentacolor.com/sl-animation-for-blender-newbs/         &lt;br /&gt;
&lt;br /&gt;
  ==  Blender 2.5x specific ==&lt;br /&gt;
&lt;br /&gt;
http://blog.machinimatrix.org/3d-creation/blender-meshes-trail/&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/playlist?list=PLAB4DF1F21A33CB3B&amp;amp;feature=plcp&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/playlist?list=PL2BA5BDF79FF50122&amp;amp;feature=plcp&lt;br /&gt;
&lt;br /&gt;
http://www.cdschools.org/54223045235521/blank/browse.asp?a=383&amp;amp;bmdrn=2000&amp;amp;bcob=0&amp;amp;c=55205﻿&lt;br /&gt;
&lt;br /&gt;
http://blendernewbies.blogspot.com/search/label/Blender%202.5&lt;br /&gt;
&lt;br /&gt;
http://www.blendercookie.com/tag/2-5/&lt;br /&gt;
&lt;br /&gt;
http://www.blenderguru.com/whered-that-button-go/&lt;br /&gt;
&lt;br /&gt;
http://totallyblended.com/New/?page_id=705&lt;br /&gt;
&lt;br /&gt;
http://blendernerd.com/?cat=5&lt;br /&gt;
&lt;br /&gt;
https://sites.google.com/site/satishgoda/blender&lt;br /&gt;
&lt;br /&gt;
http://3d-synthesis.com/tutorialsenglish.html&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/user/super3boy              (has been updating his tutorials for 2.5)&lt;br /&gt;
&lt;br /&gt;
http://www.katsbits.com/tutorials/index.php&lt;br /&gt;
&lt;br /&gt;
http://cogfilms.com/index.html&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3DBuzz Series (7 Parts)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?188849-Blender-Fundamentals-First-drop-of-videos-now-available-to-the-public&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?188994-Blender-Fundamentals-Drop-2-is-now-ready-for-download&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?190455-Blender-Fundamentals-Drop-3-is-now-ready-for-download&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?190522-Blender-Fundamentals-Drop-4-is-now-ready-for-download!-Sept-9-2011&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?191001-Blender-Fundamentals-Drop-5-Over-an-hour-of-new-modeling-content!&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?191017-Blender-Fundamentals-Drop-6-Another-1-hours-of-modeling-content!&lt;br /&gt;
&lt;br /&gt;
http://www.3dbuzz.com/vbforum/showthread.php?191097-Blender-Fundamentals-Drop-7-UV-Layout-for-BananaMan!&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
*[http://www.blender.org/ Official website]&lt;br /&gt;
*[http://www.blenderartists.org/forum/ Blender Artists Community]&lt;br /&gt;
*[http://www.blendernation.com/ BlenderNation: Blender news site]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Content_Creation/Mesh_Import_User_Group&amp;diff=1154383</id>
		<title>Content Creation/Mesh Import User Group</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Content_Creation/Mesh_Import_User_Group&amp;diff=1154383"/>
		<updated>2011-09-27T19:28:47Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User Group Page&lt;br /&gt;
|purpose=&lt;br /&gt;
Currently topics are focused on anything related to the mesh import project. Feature requests, bug reports, design feedback, questions, comments, or example content are welcome.&lt;br /&gt;
&lt;br /&gt;
Priority will be given to topics that are posted in advance and are relevant to the goals of the office hour. Feel free to include relevant links to JIRA or wiki pages. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
{{Navbox/Mesh|project}}&lt;br /&gt;
|date-time= &lt;br /&gt;
Mondays at Noon in Pacific time (SL standard time)&lt;br /&gt;
&lt;br /&gt;
|location= &lt;br /&gt;
[secondlife://Aditi/secondlife/MeshHQ 2/208/7/23 MeshHQ 2 on ADITI]&lt;br /&gt;
&lt;br /&gt;
|team=&lt;br /&gt;
Charlar Linden, Nyx Linden, and Runitai Linden. Please contact one of us if you are unsure if your topic is relevant or appropriate.&lt;br /&gt;
|agenda=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please add topics below &#039;&#039;&#039;prior to 11:50 AM&#039;&#039;&#039;. Also, please put your SL name down so we can follow up if we have questions. Thanks!&lt;br /&gt;
&lt;br /&gt;
Enter agenda items here (with name, please)&lt;br /&gt;
# How far is the progress to fully support collada 1.4.1 ? I only use the official v3, but my meshes exported from 3dsMax2012 make problems (uploader shows higher triangle-count than the model has, texures (different faces/material IDs) is not working. (Marielle Caerndow)&lt;br /&gt;
# I still can&#039;t upload my Collada file which have single texture. and CTS-813 is gone. I modifyed my node-ID but I can&#039;t upload it. I use viewer 3.0.6(241391) [Yuzuru Jewell]&lt;br /&gt;
# Will autoreturn ever be switched back on on the Aditi mesh sandboxes? [Drongle]&lt;br /&gt;
# Is anything exciting happening? [Drongle]&lt;br /&gt;
# The rigged mesh is shown as a huge ball by 1.X viewer. Please make it small to the size of Avatar The issue is not viewer but SIM server. Otherwise, the landowner of Viewer1.X will BAN Avatar which wore the rigged mesh. [Yuzuru Jewell]&lt;br /&gt;
# SH-2374 (Rigged Mesh Deformer) has been deferred from Sprint 28 to &amp;quot;Someday/Maybe&amp;quot;.  Could you give us the overall priority/status of making attached mesh conform to all avatar appearance sliders?  If making attachments fit is being addressed some other way, please point us to where [DanielRavenNest Noe]&lt;br /&gt;
# Sample agenda item [SL name]&lt;br /&gt;
|archive=&lt;br /&gt;
{{:Content_Creation,_Mesh_Import_User_Group/Archive}}&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Mesh]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Content_Creation/Mesh_Import_User_Group&amp;diff=1153348</id>
		<title>Content Creation/Mesh Import User Group</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Content_Creation/Mesh_Import_User_Group&amp;diff=1153348"/>
		<updated>2011-09-11T19:47:23Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User Group Page&lt;br /&gt;
|purpose=&lt;br /&gt;
Currently topics are focused on anything related to the mesh import project. Feature requests, bug reports, design feedback, questions, comments, or example content are welcome.&lt;br /&gt;
&lt;br /&gt;
Priority will be given to topics that are posted in advance and are relevant to the goals of the office hour. Feel free to include relevant links to JIRA or wiki pages. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
{{Navbox/Mesh|project}}&lt;br /&gt;
|date-time= &lt;br /&gt;
Mondays at Noon in Pacific time (SL standard time)&lt;br /&gt;
&lt;br /&gt;
|location= &lt;br /&gt;
[secondlife://Mesh%20Sandbox%205/107/11/23 Mesh Sandbox 5 on AGNI]&lt;br /&gt;
&lt;br /&gt;
|team=&lt;br /&gt;
Charlar Linden, Nyx Linden, and Runitai Linden. Please contact one of us if you are unsure if your topic is relevant or appropriate.&lt;br /&gt;
|agenda=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please add topics below &#039;&#039;&#039;prior to 11:50 AM&#039;&#039;&#039;. Also, please put your SL name down so we can follow up if we have questions. Thanks!&lt;br /&gt;
&lt;br /&gt;
Enter agenda items here (with name, please)&lt;br /&gt;
&lt;br /&gt;
# Do you plan to add a &amp;quot;mirrior&amp;quot; button for mesh simmilar to the one that was added late in sculpties? Would be not only useful in creation and uploads but mirriored mesh would be instances and less server stress then a brand new uploaded model. Could even give a reduced PE if its in the same linkset as the non mirriored mesh. Have a mirrior check box and then a X Y Z dropdown box for which axis is mirriored in the features tab or something. [Moo Spyker]&lt;br /&gt;
# I filed a jira for the LOD uploader scale problem but cannot find it anymore, has anything been done with that? It is where all LOD&#039;s and physics mesh scale up to the match the bounding box of the highest LOD. It&#039;s a pain because every LOD and physics must maintain the EXACT bounding box to avoid stretching. I have a picture example of exactly what I mean to show. [Moo Spyker]&lt;br /&gt;
# &amp;quot;Render Cost&amp;quot; seems weird on mesh&#039;s that you would think to be less weight on the sim. Examples I have are of a complex mesh cut down into smaller mesh resulting in a much lower PE but 100 times Render Cost. One specific item was 1 mesh, 42 PE 51 Render Cost. same mesh cut down to 26 indivdual objects 28 PE linked but Render Cost is 1091. I would think the Render Costs would be flipped on that example. Doesnt make much sense to me. [Moo Spyker]&lt;br /&gt;
# Any word on adding the LSL line to change the new physics flags? (PRIM, CONVEX HULL, NONE) [Moo Spyker]&lt;br /&gt;
# Any word on chaning the label &amp;quot;prims&amp;quot; to &amp;quot;object&amp;quot; or simmilar? Next update? So many people are still thinking mesh is low prims when it is not... example: from (100 prims, 200 prim equivs) to (100 objects, 200 prims/prim equivs) [Moo Spyker]&lt;br /&gt;
# JIRA Issue SH-2374, originally opened by Maxwell Graf, was requesting rigged mesh respond to the standard avatar appearance morph sliders as well as bone changes. I added to it to have &amp;quot;strength&amp;quot; and &amp;quot;bias&amp;quot; controls in the Edit window.  Those would be a multiplier and addition or subtraction of the underlying skin movement to apply to the attached mesh. Bias would also control render order, so outer layers would always render last and thus show over lower layers. The combination of morph controls + strength + bias would give great flexibility in fitting and layering mesh items.&lt;br /&gt;
&lt;br /&gt;
The point of this feature is to conform attached meshes to the user&#039;s preferred shape, rather than the unhappy situation now where we have to conform the avatar shape to fit the mesh attachment.  A lot of people saw the necessity of this feature, and it got about 260 watchers in a few days, and then was taken internal to LL so we cannot see the status.  &lt;br /&gt;
&lt;br /&gt;
Can you tell us (a) what is the status of that issue, and (b) why did it need to be hidden? [DanielRavenNest Noe]&lt;br /&gt;
#enter your item here [SL name]&lt;br /&gt;
&lt;br /&gt;
|archive=&lt;br /&gt;
{{:Content_Creation,_Mesh_Import_User_Group/Archive}}&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Mesh]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_3ds_Max&amp;diff=1152946</id>
		<title>Mesh/Exporting a mesh from 3ds Max</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_3ds_Max&amp;diff=1152946"/>
		<updated>2011-09-03T14:57:04Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox/Mesh|tools}}&lt;br /&gt;
&lt;br /&gt;
3ds Max is a professional level 3D modeling, animation, and rendering software made by [http://usa.autodesk.com/3ds-max/ Autodesk, Inc.] along with many other 3D design programs.  It can be used to create Collada .dae type files to upload as mesh assets to Second Life.  Note that there are annual versions that are slightly different.&lt;br /&gt;
&lt;br /&gt;
== Software Setup ==&lt;br /&gt;
&lt;br /&gt;
Currently the Second Life uploader works best with the 2011.3 FBX Plugin, which is used to save directly to Collada format.  If you are using an older version of 3ds Max, get that version of the plugin from the [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=16126683 Autodesk FBX page].  If you are using the 2012 version, it saves to a newer version of Collada than the uploader understands.  In that case save to FBX file format, and use the [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=16126812 Autodesk stand-alone FBX 2011.3 Converter] to convert to Collada.dae.  OpenCOLLADA, another plugin, can&#039;t export meshes for SL. The exported file loses the UV coordinates and can&#039;t be rigged, so use Autodesk Collada instead.&lt;br /&gt;
&lt;br /&gt;
== Basic workflow ==&lt;br /&gt;
&lt;br /&gt;
=== Scale to meters ===&lt;br /&gt;
&lt;br /&gt;
One meter in 3D Studio Max converts to one meter in Second Life. In order for your model to upload with the expected scale, you will need to change Max&#039;s units to metric since it isn&#039;t the default unit settings.&lt;br /&gt;
&lt;br /&gt;
To Set Up the Correct Scale for Your 3D Studio Max Scene:&lt;br /&gt;
&lt;br /&gt;
# From the top drop down menu, select &amp;quot;Customize&amp;quot; --&amp;gt; &amp;quot;Units Setup...&amp;quot;&lt;br /&gt;
# In the &amp;quot;Units Setup&amp;quot; dialog box that appears, select &amp;quot;Metric&amp;quot; in the &amp;quot;Display Unit Scale&amp;quot; field. (At Default, Max has the units set to &amp;quot;Generic Units&amp;quot;)&lt;br /&gt;
# Under Metric you can choose between millimeters, centimeters, meters, and kilometers via a drop down menu.&lt;br /&gt;
#: Which metric system you would like to use depends on what you&#039;re creating. So long as you’re working in metric units, any metric system you choose to work in will upload equally in Second Life. Choosing meters should ideally work for most mesh creations for Second Life. If you are working on very small meshes like jewelery, choosing centimeters may prove more helpful.&lt;br /&gt;
# Click on the button &amp;quot;System Unit Setup&amp;quot; in the &amp;quot;Units Setup&amp;quot; dialog box.&lt;br /&gt;
# In the &amp;quot;System Unit Setup&amp;quot; dialog box that appears, you&#039;ll probably see the following: &amp;quot;1 Unit = 1.0 Inches&amp;quot; as this is the default setting. Select the drop down menu for &amp;quot;Inches&amp;quot; and select a metric unit instead. For example: If you&#039;re using meters for the Display Unit Scale, select Centimeters to replace Inches here.&lt;br /&gt;
&lt;br /&gt;
=== Creating Your Models ===&lt;br /&gt;
&lt;br /&gt;
For basic information on how to use 3ds Max, see the [http://usa.autodesk.com/adsk/servlet/item?id=16759124&amp;amp;siteID=123112&amp;amp;linkID=9241175 Autodesk 3ds Max Tutorials] page, the excellent built in help, and the many third party books, video tutorials, and training courses.  This section only covers specifics to creating a model for upload to Second Life.&lt;br /&gt;
&lt;br /&gt;
* You can use any of the modeling tools while working on your item, but in the final form it should be saved as an Editable Poly, with Reset Transforms applied, and the stack collapsed.&lt;br /&gt;
&lt;br /&gt;
* Each object in the 3ds Max scene will import as a separate object in Second Life.  If you want your model to appear as a single object once imported, use the Attach function in 3ds Max so that it appears as a single item in the object list.&lt;br /&gt;
&lt;br /&gt;
* You can use up to 8 Material IDs.  These will import as &#039;&#039;&#039;Faces&#039;&#039;&#039; in Second Life, which can be individually textured.  You need to create a UV mapping for your model which defines what part of the texture will go on which polygons of the model.  Fewer Material IDs/Textures are more efficient, and you can combine polygon groups from different parts of your model onto a single map.  If you use more than one ID, then set up a single Multi/SubObject material with as many sub-materials as you need, and apply that to the whole object.&lt;br /&gt;
&lt;br /&gt;
* You can define up to 4 &#039;&#039;&#039;Level of Detail&#039;&#039;&#039; (LOD) versions of your model for viewing at different distances.  Using simpler versions for far away items saves server and PC workload, and you are rewarded for that with a lower Prim Equivalent use of parcel prim allowance.  Each LOD version is saved as a separate Collada .dae file and selected in the upload window.  Additionally you can define a &#039;&#039;&#039;Physics Shape&#039;&#039;&#039; which controls how the object collides with the terrain, other objects, and avatars.  Complex collision physics is a heavy load on the server, so the Physics shape should be as simple as possible.  It is invisible once imported to Second Life.  All LODs and the Physics shape will share the same &#039;&#039;&#039;Bounding Box&#039;&#039;&#039;.  This is an imaginary box aligned with the X, Y, and Z axes just large enough to contain the model.  So keep that in mind when creating the various versions, so they line up properly.  The LOD versions need to use the same number of Material IDs, but the layout can be different per version.&lt;br /&gt;
&lt;br /&gt;
* If you want to make an animated attachment (one that bends and follows the underlying avatar movements), then apply the &#039;&#039;&#039;Skin&#039;&#039;&#039; modifier last in the Command Panel &amp;gt; Modify tab.  The set of bones must be identical in name and structure to the one used in Second Life.  For rigid attachments or non-attached items to be used on a land parcel, you can skip this step.&lt;br /&gt;
&lt;br /&gt;
* Second Life is a real-time environment, and typical Viewers have a few tens of milliseconds to render the entire scene (1 second divided by the frames per second speed).  So mesh items should use the least number of triangles and vertexes as possible while looking the way you want it.  High detail models used for offline animation and rendering are not suitable. &#039;&#039;&#039;Smoothing&#039;&#039;&#039; varies the shading across the model, giving the impression of a curved surface without a lot of triangles.  When different smoothing groups meet at an edge, or when smoothing is not used, the shading will change abruptly at the edge, and give the impression of flat sides with a sharp corner.  You can display current polygon, triangle, and vertex count within the 3ds Max viewport to keep track while you work.&lt;br /&gt;
&lt;br /&gt;
=== UV texture Mapping ===&lt;br /&gt;
Part 1 http://www.youtube.com/watch?v=vUUhOCEujUI&lt;br /&gt;
Part 2 http://www.youtube.com/watch?v=AApNZtlhei8&lt;br /&gt;
Part 3 http://www.youtube.com/watch?v=9DjqFpS6Nw8&lt;br /&gt;
=== Apply textures ===&lt;br /&gt;
&lt;br /&gt;
=== Export to COLLADA ===&lt;br /&gt;
Before you export your mesh, make sure that it doesn’t have any stray vertices, overlapping edges, or ngons (polygons that have more than four edges). These will either cause unexpected visual results in Second Life or worse, the mesh will fail to upload entirely.&lt;br /&gt;
&lt;br /&gt;
Once that’s done, select the mesh and...&lt;br /&gt;
&lt;br /&gt;
1. Go to File --&amp;gt; Export --&amp;gt; Export Selected&lt;br /&gt;
&lt;br /&gt;
2. Select the directory you wish to save the exported .dae file and create a name for it.&lt;br /&gt;
&lt;br /&gt;
3. In the “Save as type:” drop down menu, select “Autodesk Collada (.DAE)”. &lt;br /&gt;
Note: If you are using an older version of Max that does not have this file type available, you will need to download the [http://www.opencollada.org/download.html OpenCollada Plugin] and select “OpenCOLLADA (.DAE)” from the menu list.&lt;br /&gt;
&lt;br /&gt;
4. Autodesk Collada export will open a FBX Export dialog box. You shouldn’t need to change much to the default settings. If you’re exporting a skinned mesh, make sure “Animation” and “Deformations” are checked off. For all meshes, make sure that the “Up Axis” is set to “Z-up”. If the axis isn’t set to Z-up, the mesh axis(and the rig data) will be flipped on its side and/or rotated in Second Life. This will wreak havoc on a skinned mesh.&lt;br /&gt;
&lt;br /&gt;
=== Import to SL ===&lt;br /&gt;
&lt;br /&gt;
== Best practices ==&lt;br /&gt;
&lt;br /&gt;
[NOTE: All these links need to be updated because of the Forum software changing, and the threads being archived]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://blogs.secondlife.com/thread/19949?tstart=0 Forum thread on 3ds Max best practices]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://blogs.secondlife.com/thread/47047?tstart=0 Forum request for input on debugging 3ds Max import workflow]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://blogs.secondlife.com/message/475283#44993 Another forum thread on exporting a rigged mesh from 3ds Max]&lt;br /&gt;
&lt;br /&gt;
[http://blogs.secondlife.com/thread/41775?tstart=0 Forum thread on UVW mapping, mostly about 3ds Max]&lt;br /&gt;
&lt;br /&gt;
[http://blogs.secondlife.com/message/456551 Forum thread on texturing in Max and uploading to Second Life]&lt;br /&gt;
&lt;br /&gt;
=== Bones and rigging ===&lt;br /&gt;
&lt;br /&gt;
This is written for 3ds Max 2010.  Other workflows may work also, but this one has been tested and works with Viewer 3.0&lt;br /&gt;
&lt;br /&gt;
* Units need to be metric cm or meters.  See above for how to set that.&lt;br /&gt;
* Your model should be editable poly when done making the geometry (the shape).  You can use other object types while making it, but in final form it should be Editable Poly.&lt;br /&gt;
* It should be at human scale (about 1.8 m tall), facing +X direction, with pivot at 0,0,0 and avatar standing on same point (feet at Z=0). &lt;br /&gt;
* Use Command Panel &amp;gt; Utilities &amp;gt; Reset transforms to null out any scaling or rotation.  The model should show at 100% size and 0 angles.&lt;br /&gt;
* If your model is more than one named object in Max, it will import as separate objects.  Use the attach button in Editable Poly rollout to combine objects if you want it as a single one.&lt;br /&gt;
* Make sure you have no degenerate triangles (triangles with zero width), stray or duplicated vertices, etc. It needs to be a clean model. &lt;br /&gt;
* Maximum complexity for import is 64K vertices. Upload and prim cost depends on model size and complexity.&lt;br /&gt;
* You can apply a maximum of 8 submaterial slots in a Multi/SubObject material, using default shader, applied to whole object. &lt;br /&gt;
* It needs UV map coordinates if you want to apply a texture. Otherwise SL will have no information on what part of the texture goes on what polygons of the model.&lt;br /&gt;
* Once imported, each submaterial ID functions like a &amp;quot;side&amp;quot; on a prim for applying textures. Imported models are one-sided for textures. The other side is transparent.  If you want it to be seen from both sides, you need additional triangles facing the other way. Make sure normals point in the direction you will see once imported. &lt;br /&gt;
* Use smoothing groups when you have curved shapes.  Any polygons in different smoothing groups will show a hard edge between them. Hard edges will increase the vertex count in the upload window.  They need duplicated vertexes with different normals to make the edge.&lt;br /&gt;
* Apply &amp;quot;Skin&amp;quot; modifier last, after UV mapping.  You might want to do test imports on Aditi at each stage before rigging to find problems in those stages.&lt;br /&gt;
* Get the [http://wiz-bg.blogspot.com/p/slav-3ds-max.html SLAV 3ds Max Plugin], which has a set of bones for the SL avatar pre-made.  You may need to scale and rotate the bone rig to human size, and facing same direction as your model.&lt;br /&gt;
* Put all 26 bones into skin modifier even if you don&#039;t need them all. Bone names and hierarchy needs to match that of SL avatar. &lt;br /&gt;
* All vertexes need to be weighted to 1.0 total (no unweighted or partially weighted ones).  At joints weight vertexes to the two or more nearest bones to get a smooth bend.&lt;br /&gt;
* Delete everything from the scene besides the bone skeleton and your model before export. Save a copy with extra objects if you want, then a second one stripped to those two for export.&lt;br /&gt;
* Export using Autodesk Collada using FBX 2011.3 plugin. If you are not using Max 2011, update to that plugin, or if using 2012, export to FBX, and use standalone 2011 FBX converter. The 2012 exporter was using a later version of Collada (1.4.1) than the SL software could read (1.4). That may have been fixed by now.&lt;br /&gt;
* Click Z-up on the export window. Other settings are OK as default.&lt;br /&gt;
* Once Collada .dae file is created, open it with any text editor (its an XML type text file), and find a string that looks like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Name_array id=&amp;quot;DefaultClothingItemController-Joints-array&amp;quot; count=&amp;quot;26&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If it doesn&#039;t say 26, change it to 26. Just after that, add whatever bones you didn&#039;t weight after the ones you did weight (which should be there). The importer has been requiring all the bones listed. That may also have been fixed, but to be sure list them all. Ones you actually use go first, then the rest in any order. Here is a full list:&lt;br /&gt;
&lt;br /&gt;
mHipRight mKneeRight mAnkleRight mFootRight mToeRight mHipLeft mKneeLeft mAnkleLeft mFootLeft mToeLeft mPelvis mTorso mChest mNeck mHead mSkull mEyeRight mEyeLeft mCollarLeft mShoulderLeft mElbowLeft mWristLeft mCollarRight mShoulderRight mElbowRight mWristRight&lt;br /&gt;
&lt;br /&gt;
* On the SL importer, go to the third tab, and click &amp;quot;Skin weights&amp;quot;. I recommend doing your test imports on the beta grid (Aditi) because it uses fake L$. Once the items is perfect, you can import once on the main grid. Model will appear in the import window in white, possibly small. It can be rotated and zoomed&lt;br /&gt;
* The importer creates a .slm file in the same folder as your Collada .dae file, to save your upload settings. This often causes problems if you change the model and upload again, so delete it.&lt;br /&gt;
&lt;br /&gt;
=== Gotchas and workarounds ===&lt;br /&gt;
&lt;br /&gt;
=== Optimization techniques ===&lt;br /&gt;
&lt;br /&gt;
== Tutorial links ==&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_3ds_Max&amp;diff=1152599</id>
		<title>Mesh/Exporting a mesh from 3ds Max</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_3ds_Max&amp;diff=1152599"/>
		<updated>2011-08-29T18:17:30Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox/Mesh|tools}}&lt;br /&gt;
== Software Setup ==&lt;br /&gt;
&lt;br /&gt;
Recent versions of 3ds Max have the Autodesk Collada Exporter included in the software.  For older versions or as an alternative, you can get the OpenCollada plugin from the&lt;br /&gt;
[http://opencollada.org/download.html OpenCOLLADA Download Page] or [http://code.google.com/p/opencollada/downloads/list OpenCollada project page].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: Even using the latest version of 3ds Max (2011 at time to write this), you need update your Autodesk Collada Exporter if you want export your meshes properly without problems. The Autodesk Collada Exporter is included (and free to download) in the FBX Plug-ins. You can download the latest version from [http://autodesk.com/fbx Autodesk FBX page]. OpenCOLLADA can&#039;t export meshes for SL. The exported file lost the UV coordinates and can&#039;t be rigged, so use Autodesk Collada instead.&lt;br /&gt;
&lt;br /&gt;
== Basic workflow ==&lt;br /&gt;
=== Scale to meters ===&lt;br /&gt;
&lt;br /&gt;
One meter in 3D Studio Max converts to one meter in Second Life. In order for your model to upload with the expected scale, you will need to change Max&#039;s units to metric since it isn&#039;t the default unit settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To Set Up the Correct Scale for Your 3D Studio Max Scene:&lt;br /&gt;
&lt;br /&gt;
# From the top drop down menu, select &amp;quot;Customize&amp;quot; --&amp;gt; &amp;quot;Units Setup...&amp;quot;&lt;br /&gt;
# In the &amp;quot;Units Setup&amp;quot; dialog box that appears, select &amp;quot;Metric&amp;quot; in the &amp;quot;Display Unit Scale&amp;quot; field. (At Default, Max has the units set to &amp;quot;Generic Units&amp;quot;)&lt;br /&gt;
# Under Metric you can choose between millimeters, centimeters, meters, and kilometers via a drop down menu.&lt;br /&gt;
#: Which metric system you would like to use depends on what you&#039;re creating. So long as you’re working in metric units, any metric system you choose to work in will upload equally in Second Life. Choosing meters should ideally work for most mesh creations for Second Life. If you are working on very small meshes like jewelery, choosing centimeters may prove more helpful.&lt;br /&gt;
# Click on the button &amp;quot;System Unit Setup&amp;quot; in the &amp;quot;Units Setup&amp;quot; dialog box.&lt;br /&gt;
# In the &amp;quot;System Unit Setup&amp;quot; dialog box that appears, you&#039;ll probably see the following: &amp;quot;1 Unit = 1.0 Inches&amp;quot; as this is the default setting. Select the drop down menu for &amp;quot;Inches&amp;quot; and select a metric unit instead. For example: If you&#039;re using meters for the Display Unit Scale, select Centimeters to replace Inches here.&lt;br /&gt;
&lt;br /&gt;
=== Create a box (or monkey or teapot or hippo) ===&lt;br /&gt;
=== Reduce polygons ===&lt;br /&gt;
Keeping Track of Your Triangle Count&lt;br /&gt;
&lt;br /&gt;
3D Studio Max has a utility that can keep a count of how many triangles or polygons you have in a selected object. This will be useful during the process of either cutting down or bulking up your model’s topology for your High, Medium, Low, and Lowest LODs meshes. &lt;br /&gt;
&lt;br /&gt;
Adding the Utility “Polygon Counter” to Max’s (vers.2010) Default List of Utilities:&lt;br /&gt;
&lt;br /&gt;
# Go to the Command Panel and click on the “Utilities” (The Hammer) Tab.&lt;br /&gt;
# Click on “Config Button Sets” Button - it is the button to the right of the “Sets” Button&lt;br /&gt;
# In the “Config Button Sets” dialog box, there is a drop down menu for “Total Buttons”. 3D Studio Max 2010’s default list is set to 9 buttons. Bump the number up to ten. When you scroll down the right “Utilities” column, there will be a new blank button added to this list.&lt;br /&gt;
# Find the utility named “Polygon Counter” under Max Standard in the left “Utilities” column. Click and drag “Polygon Counter” to the new blank button you just added. Click OK or Save the list as a new utility set and this will add the Polygon Counter Utility to the commonly used list of utilities in the Utilities Tab.&lt;br /&gt;
&lt;br /&gt;
The Polygon Counter utility counts either triangles or polygons in a selected object(s) and it also gives a tally for all geometry in the scene. For the purposes of creating for Second Life, you will want to keep the count type set as “Count Triangles”. The Budget fields are values you can set yourself. It represents the maximum number of triangles/polygons you’ve allotted yourself for a model or a scene of models. Setting a Triangle/Polygon Budget will not affect your model if you go over budget.&lt;br /&gt;
&lt;br /&gt;
=== UV texture Mapping ===&lt;br /&gt;
Part 1 http://www.youtube.com/watch?v=vUUhOCEujUI&lt;br /&gt;
Part 2 http://www.youtube.com/watch?v=AApNZtlhei8&lt;br /&gt;
Part 3 http://www.youtube.com/watch?v=9DjqFpS6Nw8&lt;br /&gt;
=== Apply textures ===&lt;br /&gt;
&lt;br /&gt;
=== Export to COLLADA ===&lt;br /&gt;
Before you export your mesh, make sure that it doesn’t have any stray vertices, overlapping edges, or ngons (polygons that have more than four vertices). These will either cause unexpected visual results in Second Life or worse, the mesh will fail to upload entirely.&lt;br /&gt;
&lt;br /&gt;
Once that’s done, select the mesh and...&lt;br /&gt;
&lt;br /&gt;
1. Go to File --&amp;gt; Export --&amp;gt; Export Selected&lt;br /&gt;
&lt;br /&gt;
2. Select the directory you wish to save the exported .dae file and create a name for it.&lt;br /&gt;
&lt;br /&gt;
3. In the “Save as type:” drop down menu, select “Autodesk Collada (.DAE)”. &lt;br /&gt;
Note: If you are using an older version of Max that does not have this file type available, you will need to download the [http://www.opencollada.org/download.html OpenCollada Plugin] and select “OpenCOLLADA (.DAE)” from the menu list.&lt;br /&gt;
&lt;br /&gt;
4. Autodesk Collada export will open a FBX Export dialog box. You shouldn’t need to change much to the default settings. If you’re exporting a skinned mesh, make sure “Animation” and “Deformations” are checked off. For all meshes, make sure that the “Up Axis” is set to “Z-up”. If the axis isn’t set to Z-up, the mesh axis(and the rig data) will be flipped on its side and/or rotated in Second Life. This will wreak havoc on a skinned mesh.&lt;br /&gt;
&lt;br /&gt;
=== Import to SL ===&lt;br /&gt;
&lt;br /&gt;
== Best practices ==&lt;br /&gt;
&lt;br /&gt;
[NOTE: All these links need to be updated because of the Forum software changing, and the threads being archived]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://blogs.secondlife.com/thread/19949?tstart=0 Forum thread on 3ds Max best practices]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://blogs.secondlife.com/thread/47047?tstart=0 Forum request for input on debugging 3ds Max import workflow]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://blogs.secondlife.com/message/475283#44993 Another forum thread on exporting a rigged mesh from 3ds Max]&lt;br /&gt;
&lt;br /&gt;
[http://blogs.secondlife.com/thread/41775?tstart=0 Forum thread on UVW mapping, mostly about 3ds Max]&lt;br /&gt;
&lt;br /&gt;
[http://blogs.secondlife.com/message/456551 Forum thread on texturing in Max and uploading to Second Life]&lt;br /&gt;
&lt;br /&gt;
=== Bones and rigging ===&lt;br /&gt;
&lt;br /&gt;
This is written for 3ds Max 2010.  Other workflows may work also, but this one has been tested and works with Viewer 3.0&lt;br /&gt;
&lt;br /&gt;
* Units need to be metric cm or meters.  See above for how to set that.&lt;br /&gt;
* Your model should be editable poly when done making the geometry (the shape).  You can use other object types while making it, but in final form it should be Editable Poly.&lt;br /&gt;
* It should be at human scale (about 1.8 m tall), facing +X direction, with pivot at 0,0,0 and avatar standing on same point (feet at Z=0). &lt;br /&gt;
* Use Command Panel &amp;gt; Utilities &amp;gt; Reset transforms to null out any scaling or rotation.  The model should show at 100% size and 0 angles.&lt;br /&gt;
* If your model is more than one named object in Max, it will import as separate objects.  Use the attach button in Editable Poly rollout to combine objects if you want it as a single one.&lt;br /&gt;
* Make sure you have no degenerate triangles (triangles with zero width), stray or duplicated vertices, etc. It needs to be a clean model. &lt;br /&gt;
* Maximum complexity for import is 64K vertices. Upload and prim cost depends on model size and complexity.&lt;br /&gt;
* You can apply a maximum of 8 submaterial slots in a Multi/SubObject material, using default shader, applied to whole object. &lt;br /&gt;
* It needs UV map coordinates if you want to apply a texture. Otherwise SL will have no information on what part of the texture goes on what polygons of the model.&lt;br /&gt;
* Once imported, each submaterial ID functions like a &amp;quot;side&amp;quot; on a prim for applying textures. Imported models are one-sided for textures. The other side is transparent.  If you want it to be seen from both sides, you need additional triangles facing the other way. Make sure normals point in the direction you will see once imported. &lt;br /&gt;
* Use smoothing groups when you have curved shapes.  Any polygons in different smoothing groups will show a hard edge between them. Hard edges will increase the vertex count in the upload window.  They need duplicated vertexes with different normals to make the edge.&lt;br /&gt;
* Apply &amp;quot;Skin&amp;quot; modifier last, after UV mapping.  You might want to do test imports on Aditi at each stage before rigging to find problems in those stages.&lt;br /&gt;
* Get the [http://wiz-bg.blogspot.com/p/slav-3ds-max.html SLAV 3ds Max Plugin], which has a set of bones for the SL avatar pre-made.  You may need to scale and rotate the bone rig to human size, and facing same direction as your model.&lt;br /&gt;
* Put all 26 bones into skin modifier even if you don&#039;t need them all. Bone names and hierarchy needs to match that of SL avatar. &lt;br /&gt;
* All vertexes need to be weighted to 1.0 total (no unweighted or partially weighted ones).  At joints weight vertexes to the two or more nearest bones to get a smooth bend.&lt;br /&gt;
* Delete everything from the scene besides the bone skeleton and your model before export. Save a copy with extra objects if you want, then a second one stripped to those two for export.&lt;br /&gt;
* Export using Autodesk Collada using FBX 2011.3 plugin. If you are not using Max 2011, update to that plugin, or if using 2012, export to FBX, and use standalone 2011 FBX converter. The 2012 exporter was using a later version of Collada (1.4.1) than the SL software could read (1.4). That may have been fixed by now.&lt;br /&gt;
* Click Z-up on the export window. Other settings are OK as default.&lt;br /&gt;
* Once Collada .dae file is created, open it with any text editor (its an XML type text file), and find a string that looks like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Name_array id=&amp;quot;DefaultClothingItemController-Joints-array&amp;quot; count=&amp;quot;26&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If it doesn&#039;t say 26, change it to 26. Just after that, add whatever bones you didn&#039;t weight after the ones you did weight (which should be there). The importer has been requiring all the bones listed. That may also have been fixed, but to be sure list them all. Ones you actually use go first, then the rest in any order. Here is a full list:&lt;br /&gt;
&lt;br /&gt;
mHipRight mKneeRight mAnkleRight mFootRight mToeRight mHipLeft mKneeLeft mAnkleLeft mFootLeft mToeLeft mPelvis mTorso mChest mNeck mHead mSkull mEyeRight mEyeLeft mCollarLeft mShoulderLeft mElbowLeft mWristLeft mCollarRight mShoulderRight mElbowRight mWristRight&lt;br /&gt;
&lt;br /&gt;
* On the SL importer, go to the third tab, and click &amp;quot;Skin weights&amp;quot;. I recommend doing your test imports on the beta grid (Aditi) because it uses fake L$. Once the items is perfect, you can import once on the main grid. Model will appear in the import window in white, possibly small. It can be rotated and zoomed&lt;br /&gt;
* The importer creates a .slm file in the same folder as your Collada .dae file, to save your upload settings. This often causes problems if you change the model and upload again, so delete it.&lt;br /&gt;
&lt;br /&gt;
=== Gotchas and workarounds ===&lt;br /&gt;
&lt;br /&gt;
=== Optimization techniques ===&lt;br /&gt;
&lt;br /&gt;
== Tutorial links ==&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Content_Creation,_Mesh_Import,_Scripting_User_Group&amp;diff=1146052</id>
		<title>Content Creation, Mesh Import, Scripting User Group</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Content_Creation,_Mesh_Import,_Scripting_User_Group&amp;diff=1146052"/>
		<updated>2011-06-12T12:24:04Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User Group Page&lt;br /&gt;
|purpose=&lt;br /&gt;
Although the header says &amp;quot;Content Creation/Mesh Import/Scripting&amp;quot;, currently topics are focused on anything related to the mesh import project. Feature requests, bug reports, design feedback, questions, comments, or example content are welcome.&lt;br /&gt;
&lt;br /&gt;
Priority will be given to topics that are posted in advance and are relevant to the goals of the office hour. Feel free to include relevant links to JIRA or wiki pages. &lt;br /&gt;
&lt;br /&gt;
|date-time= &lt;br /&gt;
Mondays at Noon in Pacific time (SL standard time)&lt;br /&gt;
&lt;br /&gt;
Next meeting scheduled for: &#039;&#039;&#039;June 13, 2011&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|location= &lt;br /&gt;
[secondlife://Aditi/secondlife/MeshHQ%201/251/250/24 Mesh HQ on Aditi]&lt;br /&gt;
|team=&lt;br /&gt;
Charlar Linden, Nyx Linden, and Runitai Linden. Please contact one of us if you are unsure if your topic is relevant or appropriate.&lt;br /&gt;
|agenda=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please add topics below &#039;&#039;&#039;prior to 11:50 AM&#039;&#039;&#039;. Also, please put your SL name down so we can follow up if we have questions. Thanks!&lt;br /&gt;
# I thought the decision to limit mesh uploads to payment info on file/used was discussed and shot down a long time back during the closed beta days. Why has it returned all of a sudden as a near-certainty? (Tiberious Neruda)&lt;br /&gt;
# It seems there are upload issues with specific Collada files. Namely, Collada v1.4.0 is ok, but the newer v1.4.1 files (as outputted from i.e. 3dsMax2012) show problems. (Forum post at http://community.secondlife.com/t5/Mesh/Collada-Version-Supported/m-p/923127 ).  Therefore which Collada version(s), XML tags, or 3D programs are *supported* by the Second Life model importer? Supported = if it doesn&#039;t work, you will treat it as a bug in the importer. (DanielRavenNest Noe)&lt;br /&gt;
# An extra complication of the above issue remains the one described at JIRA CTS-603 which particularly seems to hit Maya users, even when the collada output is 1.4.0 (Maya 2011 with FBX 2011.x), due to the way the materials are handled with it. The viewer still ignores material names but sticks to the order that they are written in each LOD Collada file, resulting in jumbled materials. (Angel Alphaville)&lt;br /&gt;
# To expand on the above issues, the proper question is not whether we should waste time with specific programs (as put in the forum), but whether the 3D builder demographics are restricted strictly to Blender users or not. &amp;quot;Blender&amp;quot; is the most frequently written word in the forum as if it&#039;s the start and end of 3D software (which is not the case). (Angel Alphaville)&lt;br /&gt;
# Please update us on offset pivots, AssetPivot and potential use of &amp;lt;geometry&amp;gt; origin. [Drongle McMahon]&lt;br /&gt;
# please add your agenda items here&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|archive=&lt;br /&gt;
* [[Content Creation, Mesh Import, Scripting User Group/Archive]]&lt;br /&gt;
*   [[User:Nyx_Linden/Mesh_Office_Hours_Agenda_Archive|Older archives]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Mesh]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Content_Creation,_Mesh_Import,_Scripting_User_Group&amp;diff=1146051</id>
		<title>Content Creation, Mesh Import, Scripting User Group</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Content_Creation,_Mesh_Import,_Scripting_User_Group&amp;diff=1146051"/>
		<updated>2011-06-12T12:13:09Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User Group Page&lt;br /&gt;
|purpose=&lt;br /&gt;
Although the header says &amp;quot;Content Creation/Mesh Import/Scripting&amp;quot;, currently topics are focused on anything related to the mesh import project. Feature requests, bug reports, design feedback, questions, comments, or example content are welcome.&lt;br /&gt;
&lt;br /&gt;
Priority will be given to topics that are posted in advance and are relevant to the goals of the office hour. Feel free to include relevant links to JIRA or wiki pages. &lt;br /&gt;
&lt;br /&gt;
|date-time= &lt;br /&gt;
Mondays at Noon in Pacific time (SL standard time)&lt;br /&gt;
&lt;br /&gt;
Next meeting scheduled for: &#039;&#039;&#039;June 13, 2011&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|location= &lt;br /&gt;
[secondlife://Aditi/secondlife/MeshHQ%201/251/250/24 Mesh HQ on Aditi]&lt;br /&gt;
|team=&lt;br /&gt;
Charlar Linden, Nyx Linden, and Runitai Linden. Please contact one of us if you are unsure if your topic is relevant or appropriate.&lt;br /&gt;
|agenda=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please add topics below &#039;&#039;&#039;prior to 11:50 AM&#039;&#039;&#039;. Also, please put your SL name down so we can follow up if we have questions. Thanks!&lt;br /&gt;
# I thought the decision to limit mesh uploads to payment info on file/used was discussed and shot down a long time back during the closed beta days. Why has it returned all of a sudden as a near-certainty? (Tiberious Neruda)&lt;br /&gt;
# It seems there are upload issues with specific collada files. Namely, collada v1.4.0 is ok, but the newer v1.4.1 files (as outputted from i.e. 3dsMax2012) show problems. (Forum post at http://community.secondlife.com/t5/Mesh/Collada-Version-Supported/m-p/923127 )&lt;br /&gt;
# An extra complication of the above issue remains the one described at JIRA CTS-603 which particularly seems to hit Maya users, even when the collada output is 1.4.0 (Maya 2011 with FBX 2011.x), due to the way the materials are handled with it. The viewer still ignores material names but sticks to the order that they are written in each LOD Collada file, resulting in jumbled materials. (Angel Alphaville)&lt;br /&gt;
# To expand on the above issues, the proper question is not whether we should waste time with specific programs (as put in the forum), but whether the 3D builder demographics are restricted strictly to Blender users or not. &amp;quot;Blender&amp;quot; is the most frequently written word in the forum as if it&#039;s the start and end of 3D software (which is not the case). (Angel Alphaville)&lt;br /&gt;
# Please update us on offset pivots, AssetPivot and potential use of &amp;lt;geometry&amp;gt; origin. [Drongle McMahon]&lt;br /&gt;
# please add your agenda items here&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|archive=&lt;br /&gt;
* [[Content Creation, Mesh Import, Scripting User Group/Archive]]&lt;br /&gt;
*   [[User:Nyx_Linden/Mesh_Office_Hours_Agenda_Archive|Older archives]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Mesh]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145979</id>
		<title>Mesh/Exporting a mesh from SketchUp</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145979"/>
		<updated>2011-06-11T12:35:51Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox/Mesh}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Google SketchUp 7.0&#039;&#039;&#039; is a free 3D modeling program available for Windows XP/Vista/7 and Mac OS X 10.4 and later. It stores model files in it&#039;s own .skp format, but it can export models to the Collada 1.4 .dae format that Second Life uses to import models.  What follows is a basic workflow for using SketchUp to import a model to Second Life.&lt;br /&gt;
&lt;br /&gt;
== Create Your Object in SketchUp ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1: [http://www.filehippo.com/download_google_sketchup/5310/ Download SketchUp]&#039;&#039;&#039; version 7.0.10247 from the FileHippo.com website and install it on your computer. Note this is not the current version (8), but the newer version does not import to Second Life properly. So ignore any prompts from the software to upgrade to the latest version.  You can get the [http://dl.google.com/sketchup/gsu7/docs/en/SketchUp7Help.pdf SketchUp Manual] in PDF format for version 7.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Start SketchUp 7, and in the &#039;&#039;&#039;&#039;&#039;Welcome to SketchUp&#039;&#039;&#039;&#039;&#039; window, click the &#039;&#039;&#039;&#039;&#039;Choose Template&#039;&#039;&#039;&#039;&#039; button. Select &#039;&#039;&#039;&#039;&#039;Simple Template - Meters&#039;&#039;&#039;&#039;&#039; and then click &#039;&#039;&#039;&#039;&#039;Start Using SketchUp&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3:&#039;&#039;&#039; You will see a human figure in the perspective view.  Before exporting your model, left click this figure and type &#039;&#039;&#039;&#039;&#039;Delete&#039;&#039;&#039;&#039;&#039;, otherwise the figure will be imported to Second Life along with your model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Line&#039;&#039;&#039;&#039;&#039; tool (second from the left) on the toolbar, and draw a set of line segments to make a closed shape.  It will turn gray when you connect back to the initial point. Now select the &#039;&#039;&#039;&#039;&#039;Push/Pull&#039;&#039;&#039;&#039;&#039; tool (tenth from the left), left click on the shape, and move the mouse forward to raise the shape and make a solid object. Hold the middle mouse button or select the &#039;&#039;&#039;&#039;&#039;Orbit&#039;&#039;&#039;&#039;&#039; tool (14th icon), then move the mouse to rotate your camera view. Rolling the mouse button will zoom the view. You can draw more lines with the Line tool on existing sides of the object, and push and pull the sides to change the shape. Other tools can be used to further modify the shape. For more details on using SketchUp, consult their manual or widely available tutorials online.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Paint Bucket&#039;&#039;&#039;&#039;&#039; tool (9th from the left).  Under the &#039;&#039;&#039;&#039;&#039;Select&#039;&#039;&#039;&#039;&#039; tab, choose a material type from the drop down list, then click one of the thumbnails to choose a texture. Now left click on each face of your object to assign the texture.  Put a texture on every side of the object, up to a maximum of 8 different textures, so it will have a texture mapping once imported to Second Life. Save the SketchUp file using the &#039;&#039;&#039;&#039;&#039;File &amp;gt; Save As...&#039;&#039;&#039;&#039;&#039; menu item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 6:&#039;&#039;&#039; Use &#039;&#039;&#039;&#039;&#039;File &amp;gt; Export &amp;gt; 3D Model&#039;&#039;&#039;&#039;&#039; menu item, and choose &#039;&#039;&#039;&#039;&#039;Google Earth (*.kmz)&#039;&#039;&#039;&#039;&#039; as the Export type. Name the file and then click &#039;&#039;&#039;&#039;&#039;Export&#039;&#039;&#039;&#039;&#039;.  Close SketchUp 7. Rename the *.kmz file you created to *.zip, and unpack the zip file. The *.dae will be located in the models folder.&lt;br /&gt;
&lt;br /&gt;
== Upload to Second Life ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Mesh upload is currently only working on the Beta Grid (Aditi) Mesh Sandbox regions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1:&#039;&#039;&#039; If you do not have it installed yet, get the most current Second Life Viewer Beta from the &#039;&#039;&#039;&#039;&#039;Release Notes for Beta Version&#039;&#039;&#039;&#039;&#039; page linked at the bottom of this page.  Currently this is version 2.7.3. Select &#039;&#039;&#039;Mode: Advanced&#039;&#039;&#039; on the login screen and restart.  Then select &#039;&#039;&#039;Start at: Aditi&#039;&#039;&#039; (ie the beta grid), and log in. Find your way to one of the Mesh Sandbox map regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Choose &#039;&#039;&#039;&#039;&#039;Build &amp;gt; Upload &amp;gt; Model&#039;&#039;&#039;&#039;&#039; from the main menu.  From the file browser, choose the .dae format file you unpacked previously.  In the &#039;&#039;&#039;&#039;&#039;Upload Model&#039;&#039;&#039;&#039;&#039; window choose the &#039;&#039;&#039;&#039;&#039;Upload&#039;&#039;&#039;&#039;&#039; button.  After a few seconds your model will appear in your inventory.  Drag it onto the ground in the perspective view.  You can now apply textures to the white object. There should be as many &amp;quot;surfaces&amp;quot; to apply textures to as you had different textures in the SketchUp version.&lt;br /&gt;
&lt;br /&gt;
== Video tutorial ==&lt;br /&gt;
&#039;&#039;&#039;Importing an Arch&#039;&#039;&#039;&lt;br /&gt;
{{KBvideo|5KlPvhx_0Ao|640|505|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
== Best practices ==&lt;br /&gt;
&#039;&#039;&#039;[http://blogs.secondlife.com/thread/19961?tstart=0 Forum thread on SketchUp best practices]&#039;&#039;&#039;&lt;br /&gt;
[http://blogs.secondlife.com/message/534620#52163 Another thread on exporting from SketchUp to Second Life]&lt;br /&gt;
=== Bones and rigging ===&lt;br /&gt;
&lt;br /&gt;
=== Gotchas and workarounds ===&lt;br /&gt;
&lt;br /&gt;
=== Optimization techniques ===&lt;br /&gt;
&lt;br /&gt;
== Tutorial links ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Release Notes for Beta Versions]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145425</id>
		<title>Mesh/Exporting a mesh from SketchUp</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145425"/>
		<updated>2011-06-04T13:42:44Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox/Mesh}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Google SketchUp 7.0&#039;&#039;&#039; is a free 3D modeling program available for Windows XP/Vista/7 and Mac OS X 10.4 and later. It stores model files in it&#039;s own .skp format, but it can export models to the Collada 1.4 .dae format that Second Life uses to import models.  What follows is a basic workflow for using SketchUp to import a model to Second Life.&lt;br /&gt;
&lt;br /&gt;
== Create Your Object in SketchUp ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1: [http://www.filehippo.com/download_google_sketchup/5310/ Download SketchUp]&#039;&#039;&#039; version 7.0.10247 from the FileHippo.com website and install it on your computer. Note this is not the current version (8), but the newer version does not import to Second Life properly. So ignore any prompts from the software to upgrade to the latest version.  You can get the [http://dl.google.com/sketchup/gsu7/docs/en/SketchUp7Help.pdf SketchUp Manual] in PDF format for version 7.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Start SketchUp 7, and in the &#039;&#039;&#039;&#039;&#039;Welcome to SketchUp&#039;&#039;&#039;&#039;&#039; window, click the &#039;&#039;&#039;&#039;&#039;Choose Template&#039;&#039;&#039;&#039;&#039; button. Select &#039;&#039;&#039;&#039;&#039;Simple Template - Meters&#039;&#039;&#039;&#039;&#039; and then click &#039;&#039;&#039;&#039;&#039;Start Using SketchUp&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3:&#039;&#039;&#039; You will see a human figure in the perspective view.  Before exporting your model, left click this figure and type &#039;&#039;&#039;&#039;&#039;Delete&#039;&#039;&#039;&#039;&#039;, otherwise the figure will be imported to Second Life along with your model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Line&#039;&#039;&#039;&#039;&#039; tool (second from the left) on the toolbar, and draw a set of line segments to make a closed shape.  It will turn gray when you connect back to the initial point. Now select the &#039;&#039;&#039;&#039;&#039;Push/Pull&#039;&#039;&#039;&#039;&#039; tool (tenth from the left), left click on the shape, and move the mouse forward to raise the shape and make a solid object. Hold the middle mouse button or select the &#039;&#039;&#039;&#039;&#039;Orbit&#039;&#039;&#039;&#039;&#039; tool (14th icon), then move the mouse to rotate your camera view. Rolling the mouse button will zoom the view. You can draw more lines with the Line tool on existing sides of the object, and push and pull the sides to change the shape. Other tools can be used to further modify the shape. For more details on using SketchUp, consult their manual or widely available tutorials online.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Paint Bucket&#039;&#039;&#039;&#039;&#039; tool (9th from the left).  Under the &#039;&#039;&#039;&#039;&#039;Select&#039;&#039;&#039;&#039;&#039; tab, choose a material type from the drop down list, then click one of the thumbnails to choose a texture. Now left click on each face of your object to assign the texture.  Put a texture on every side of the object, up to a maximum of 8 different textures, so it will have a texture mapping once imported to Second Life. Save the SketchUp file using the &#039;&#039;&#039;&#039;&#039;File &amp;gt; Save As...&#039;&#039;&#039;&#039;&#039; menu item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 6:&#039;&#039;&#039; Use &#039;&#039;&#039;&#039;&#039;File &amp;gt; Export &amp;gt; 3D Model&#039;&#039;&#039;&#039;&#039; menu item, and choose &#039;&#039;&#039;&#039;&#039;Google Earth (*.kmz)&#039;&#039;&#039;&#039;&#039; as the Export type. Name the file and then click &#039;&#039;&#039;&#039;&#039;Export&#039;&#039;&#039;&#039;&#039;.  Close SketchUp 7. Rename the *.kmz file you created to *.zip, and unpack the zip file. The *.dae will be located in the models folder.&lt;br /&gt;
&lt;br /&gt;
== Upload to Second Life ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Mesh upload is currently only working on the Beta Grid (Aditi) Mesh Sandbox regions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1:&#039;&#039;&#039; If you do not have it installed yet, get the most current Second Life Viewer Beta from the &#039;&#039;&#039;&#039;&#039;Release Notes for Beta Version&#039;&#039;&#039;&#039;&#039; page linked at the bottom of this page.  Currently this is version 2.7.1. Select &#039;&#039;&#039;Mode: Advanced&#039;&#039;&#039; on the login screen and restart.  Then select &#039;&#039;&#039;Start at: Aditi&#039;&#039;&#039; (ie the beta grid), and log in. Find your way to one of the Mesh Sandbox map regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Choose &#039;&#039;&#039;&#039;&#039;Build &amp;gt; Upload &amp;gt; Model&#039;&#039;&#039;&#039;&#039; from the main menu.  From the file browser, choose the .dae format file you unpacked previously.  In the &#039;&#039;&#039;&#039;&#039;Upload Model&#039;&#039;&#039;&#039;&#039; window choose the &#039;&#039;&#039;&#039;&#039;Upload&#039;&#039;&#039;&#039;&#039; button.  After a few seconds your model will appear in your inventory.  Drag it onto the ground in the perspective view.  You can now apply textures to the white object. There should be as many &amp;quot;surfaces&amp;quot; to apply textures to as you had different textures in the SketchUp version.&lt;br /&gt;
&lt;br /&gt;
== Video tutorial ==&lt;br /&gt;
&#039;&#039;&#039;Importing an Arch&#039;&#039;&#039;&lt;br /&gt;
{{KBvideo|5KlPvhx_0Ao|640|505|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
== Best practices ==&lt;br /&gt;
&#039;&#039;&#039;[http://blogs.secondlife.com/thread/19961?tstart=0 Forum thread on SketchUp best practices]&#039;&#039;&#039;&lt;br /&gt;
[http://blogs.secondlife.com/message/534620#52163 Another thread on exporting from SketchUp to Second Life]&lt;br /&gt;
=== Bones and rigging ===&lt;br /&gt;
&lt;br /&gt;
=== Gotchas and workarounds ===&lt;br /&gt;
&lt;br /&gt;
=== Optimization techniques ===&lt;br /&gt;
&lt;br /&gt;
== Tutorial links ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Release Notes for Beta Versions]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145424</id>
		<title>Mesh/Exporting a mesh from SketchUp</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145424"/>
		<updated>2011-06-04T13:38:05Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox/Mesh}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Google SketchUp 7.0&#039;&#039;&#039; is a free 3D modeling program available for Windows XP/Vista/7 and Mac OS X 10.4 and later. It stores model files in it&#039;s own .skp format, but it can export models to the Collada 1.4 .dae format that Second Life uses to import models.  What follows is a basic workflow for using SketchUp to import a model to Second Life.&lt;br /&gt;
&lt;br /&gt;
== Create Your Object in SketchUp ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1: [http://www.filehippo.com/download_google_sketchup/5310/ Download SketchUp]&#039;&#039;&#039; version 7.0.10247 from the FileHippo.com website and install it on your computer. Note this is not the current version (8), but the newer version does not import to Second Life properly. So ignore any prompts from the software to upgrade to the latest version.  You can get the [http://dl.google.com/sketchup/gsu7/docs/en/SketchUp7Help.pdf SketchUp Manual] in PDF format for version 7.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Start SketchUp 7, and in the &#039;&#039;&#039;&#039;&#039;Welcome to SketchUp&#039;&#039;&#039;&#039;&#039; window, click the &#039;&#039;&#039;&#039;&#039;Choose Template&#039;&#039;&#039;&#039;&#039; button. Select &#039;&#039;&#039;&#039;&#039;Simple Template - Meters&#039;&#039;&#039;&#039;&#039; and then click &#039;&#039;&#039;&#039;&#039;Start Using SketchUp&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3:&#039;&#039;&#039; You will see a human figure in the perspective view.  Before exporting your model, left click this figure and type &#039;&#039;&#039;&#039;&#039;Delete&#039;&#039;&#039;&#039;&#039;, otherwise the figure will be imported to Second Life along with your model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Line&#039;&#039;&#039;&#039;&#039; tool (second from the left) on the toolbar, and draw a set of line segments to make a closed shape.  It will turn gray when you connect back to the initial point. Now select the &#039;&#039;&#039;&#039;&#039;Push/Pull&#039;&#039;&#039;&#039;&#039; tool (tenth from the left), left click on the shape, and move the mouse forward to raise the shape and make a solid object. Hold the middle mouse button or select the &#039;&#039;&#039;&#039;&#039;Orbit&#039;&#039;&#039;&#039;&#039; tool (14th icon), then move the mouse to rotate your camera view. Rolling the mouse button will zoom the view. You can draw more lines with the Line tool on existing sides of the object, and push and pull the sides to change the shape. Other tools can be used to further modify the shape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Paint Bucket&#039;&#039;&#039;&#039;&#039; tool (9th from the left).  Under the &#039;&#039;&#039;&#039;&#039;Select&#039;&#039;&#039;&#039;&#039; tab, choose a material type from the drop down list, then click one of the thumbnails to choose a texture. Now left click on each face of your object to assign the texture.  Put a texture on every side of the object so it will have a texture mapping once imported to Second Life. Save the SketchUp file using the &#039;&#039;&#039;&#039;&#039;File &amp;gt; Save As...&#039;&#039;&#039;&#039;&#039; menu item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 6:&#039;&#039;&#039; Use &#039;&#039;&#039;&#039;&#039;File &amp;gt; Export &amp;gt; 3D Model&#039;&#039;&#039;&#039;&#039; menu item, and choose &#039;&#039;&#039;&#039;&#039;Google Earth (*.kmz)&#039;&#039;&#039;&#039;&#039; as the Export type. Name the file and then click &#039;&#039;&#039;&#039;&#039;Export&#039;&#039;&#039;&#039;&#039;.  Close SketchUp 7. Rename the *.kmz file you created to *.zip, and unpack the zip file. The *.dae will be located in the models folder.&lt;br /&gt;
&lt;br /&gt;
== Upload to Second Life ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Mesh upload is currently only working on the Beta Grid (Aditi) Mesh Sandbox regions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1:&#039;&#039;&#039; If you do not have it installed yet, get the most current Second Life Viewer Beta from the &#039;&#039;&#039;&#039;&#039;Release Notes for Beta Version&#039;&#039;&#039;&#039;&#039; page linked at the bottom of this page.  Currently this is version 2.7.1. Select &#039;&#039;&#039;Mode: Advanced&#039;&#039;&#039; on the login screen and restart.  Then select &#039;&#039;&#039;Start at: Aditi&#039;&#039;&#039; (ie the beta grid), and log in. Find your way to one of the Mesh Sandbox map regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Choose &#039;&#039;&#039;&#039;&#039;Build &amp;gt; Upload &amp;gt; Model&#039;&#039;&#039;&#039;&#039; from the main menu.  From the file browser, choose the .dae format file you unpacked previously.  In the &#039;&#039;&#039;&#039;&#039;Upload Model&#039;&#039;&#039;&#039;&#039; window choose the &#039;&#039;&#039;&#039;&#039;Upload&#039;&#039;&#039;&#039;&#039; button.  After a few seconds your model will appear in your inventory as a coalesced object.  Drag it onto the ground in the perspective view.  You can now apply textures to the white object.&lt;br /&gt;
&lt;br /&gt;
== Video tutorial ==&lt;br /&gt;
&#039;&#039;&#039;Importing an Arch&#039;&#039;&#039;&lt;br /&gt;
{{KBvideo|5KlPvhx_0Ao|640|505|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
== Best practices ==&lt;br /&gt;
&#039;&#039;&#039;[http://blogs.secondlife.com/thread/19961?tstart=0 Forum thread on SketchUp best practices]&#039;&#039;&#039;&lt;br /&gt;
[http://blogs.secondlife.com/message/534620#52163 Another thread on exporting from SketchUp to Second Life]&lt;br /&gt;
=== Bones and rigging ===&lt;br /&gt;
&lt;br /&gt;
=== Gotchas and workarounds ===&lt;br /&gt;
&lt;br /&gt;
=== Optimization techniques ===&lt;br /&gt;
&lt;br /&gt;
== Tutorial links ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Release Notes for Beta Versions]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145411</id>
		<title>Mesh/Exporting a mesh from SketchUp</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145411"/>
		<updated>2011-06-04T04:43:04Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: /* Create Your Object in SketchUp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox/Mesh}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Google SketchUp 7.0&#039;&#039;&#039; is a free 3D modeling program available for Windows XP/Vista/7 and Mac OS X 10.4 and later. It stores model files in it&#039;s own .skp format, but it can export models to the Collada 1.4 .dae format that Second Life uses to import models.  What follows is a basic workflow for using SketchUp to import a model to Second Life.&lt;br /&gt;
&lt;br /&gt;
== Create Your Object in SketchUp ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1: [http://www.filehippo.com/download_google_sketchup/5310/ Download SketchUp]&#039;&#039;&#039; version 7.0.10247 from the FileHippo.com website and install it on your computer. Note this is not the current version (8), but the newer version does not import to Second Life properly. So ignore any prompts from the software to upgrade to the latest version.  You can get the [http://dl.google.com/sketchup/gsu7/docs/en/SketchUp7Help.pdf SketchUp Manual] in PDF format for version 7.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Start SketchUp 7, and in the &#039;&#039;&#039;&#039;&#039;Welcome to SketchUp&#039;&#039;&#039;&#039;&#039; window, click the &#039;&#039;&#039;&#039;&#039;Choose Template&#039;&#039;&#039;&#039;&#039; button. Select &#039;&#039;&#039;&#039;&#039;Simple Template - Meters&#039;&#039;&#039;&#039;&#039; and then click &#039;&#039;&#039;&#039;&#039;Start Using SketchUp&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3:&#039;&#039;&#039; You will see a human figure in the perspective view.  Before exporting your model, left click this figure and type &#039;&#039;&#039;&#039;&#039;Delete&#039;&#039;&#039;&#039;&#039;, otherwise the figure will be imported to Second Life along with your model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Line&#039;&#039;&#039;&#039;&#039; tool (second from the left) on the toolbar, and draw a set of line segments to make a closed shape.  It will turn gray when you connect back to the initial point. Now select the &#039;&#039;&#039;&#039;&#039;Push/Pull&#039;&#039;&#039;&#039;&#039; tool (tenth from the left), left click on the shape, and move the mouse forward to raise the shape and make a solid object. Hold the middle mouse button or select the &#039;&#039;&#039;&#039;&#039;Orbit&#039;&#039;&#039;&#039;&#039; tool (14th icon), then move the mouse to rotate your camera view. Rolling the mouse button will zoom the view. You can draw more lines with the Line tool on existing sides of the object, and push and pull the sides to change the shape. Other tools can be used to further modify the shape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Paint Bucket&#039;&#039;&#039;&#039;&#039; tool (9th from the left).  Under the &#039;&#039;&#039;&#039;&#039;Select&#039;&#039;&#039;&#039;&#039; tab, choose a material type from the drop down list, then click one of the thumbnails to choose a texture. Now left click on each face of your object to assign the texture.  Put a texture on every side of the object so it will have a texture mapping once imported to Second Life. Save the SketchUp file using the &#039;&#039;&#039;&#039;&#039;File &amp;gt; Save As...&#039;&#039;&#039;&#039;&#039; menu item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 6:&#039;&#039;&#039; Use &#039;&#039;&#039;&#039;&#039;File &amp;gt; Export &amp;gt; 3D Model&#039;&#039;&#039;&#039;&#039; menu item, and choose &#039;&#039;&#039;&#039;&#039;Google Earth (*.kmz)&#039;&#039;&#039;&#039;&#039; as the Export type. Name the file and then click &#039;&#039;&#039;&#039;&#039;Export&#039;&#039;&#039;&#039;&#039;.  Close SketchUp 7. Rename the *.kmz file you created to *.zip, and unpack the zip file. The *.dae will be located in the models folder.&lt;br /&gt;
&lt;br /&gt;
== Upload to Second Life ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Mesh upload is currently only working on the Beta Grid (Aditi) Mesh Sandbox regions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1:&#039;&#039;&#039; If you do not have it installed yet, get the most current Second Life Viewer Beta from the &#039;&#039;&#039;&#039;&#039;Release Notes for Beta Version&#039;&#039;&#039;&#039;&#039; page linked at the bottom of this page.  Currently this is version 2.7.1. Select &#039;&#039;&#039;Mode: Advanced&#039;&#039;&#039; on the login screen and restart.  Then select &#039;&#039;&#039;Start at: Aditi&#039;&#039;&#039; (ie the beta grid), and log in. Find your way to one of the Mesh Sandbox map regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Choose &#039;&#039;&#039;&#039;&#039;Build &amp;gt; Upload &amp;gt; Model&#039;&#039;&#039;&#039; from the main menu.  From the file browser, choose the .dae format file you unpacked previously.  In the &#039;&#039;&#039;&#039;&#039;Upload Model&#039;&#039;&#039;&#039;&#039; window choose the &#039;&#039;&#039;&#039;&#039;Upload&#039;&#039;&#039;&#039;&#039; button.  After a few seconds your model will appear in your inventory as a coalesced object.  Drag it onto the ground in the perspective view.  You can now apply textures to the white object.&lt;br /&gt;
&lt;br /&gt;
== Video tutorial ==&lt;br /&gt;
&#039;&#039;&#039;Importing an Arch&#039;&#039;&#039;&lt;br /&gt;
{{KBvideo|5KlPvhx_0Ao|640|505|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
== Best practices ==&lt;br /&gt;
&#039;&#039;&#039;[http://blogs.secondlife.com/thread/19961?tstart=0 Forum thread on SketchUp best practices]&#039;&#039;&#039;&lt;br /&gt;
[http://blogs.secondlife.com/message/534620#52163 Another thread on exporting from SketchUp to Second Life]&lt;br /&gt;
=== Bones and rigging ===&lt;br /&gt;
&lt;br /&gt;
=== Gotchas and workarounds ===&lt;br /&gt;
&lt;br /&gt;
=== Optimization techniques ===&lt;br /&gt;
&lt;br /&gt;
== Tutorial links ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Release Notes for Beta Versions]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145410</id>
		<title>Mesh/Exporting a mesh from SketchUp</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145410"/>
		<updated>2011-06-04T04:36:06Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox/Mesh}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Google SketchUp 7.0&#039;&#039;&#039; is a free 3D modeling program available for Windows XP/Vista/7 and Mac OS X 10.4 and later. It stores model files in it&#039;s own .skp format, but it can export models to the Collada 1.4 .dae format that Second Life uses to import models.  What follows is a basic workflow for using SketchUp to import a model to Second Life.&lt;br /&gt;
&lt;br /&gt;
== Create Your Object in SketchUp ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1: [http://www.filehippo.com/download_google_sketchup/5310/ Download SketchUp]&#039;&#039;&#039; version 7.0.10247 from the FileHippo.com webaite and install it on your computer. Note this is not the current version (8), but the newer version does not import to Second Life properly. So ignore any prompts from the software to upgrade to the latest version.  You can get the [http://dl.google.com/sketchup/gsu7/docs/en/SketchUp7Help.pdf SketchUp Manual] in PDF format for version 7.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Start SketchUp 7, and in the &#039;&#039;&#039;&#039;&#039;Welcome to SketchUp&#039;&#039;&#039;&#039;&#039; window, click the &#039;&#039;&#039;&#039;&#039;Choose Template&#039;&#039;&#039;&#039;&#039; button. Select &#039;&#039;&#039;&#039;&#039;Simple Template - Meters&#039;&#039;&#039;&#039;&#039; and then click &#039;&#039;&#039;&#039;&#039;Start Using SketchUp&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3:&#039;&#039;&#039; You will see a human figure in the perspective view.  Before exporting your model, left click this figure and type &#039;&#039;&#039;&#039;&#039;Delete&#039;&#039;&#039;&#039;&#039;, otherwise the figure will be imported to Second Life along with your model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Line&#039;&#039;&#039;&#039;&#039; tool (second from the left) on the toolbar, and draw a set of line segments to make a closed shape.  It will turn gray when you connect back to the initial point. Now select the &#039;&#039;&#039;&#039;&#039;Push/Pull&#039;&#039;&#039;&#039;&#039; tool (tenth from the left), left click on the shape, and move the mouse forward to raise the shape and make a solid object. Hold the middle mouse button or select the &#039;&#039;&#039;&#039;&#039;Orbit&#039;&#039;&#039;&#039;&#039; tool (14th icon), then move the mouse to rotate your camera view. Rolling the mouse button will zoom the view. You can draw more lines with the Line tool on existing sides of the object, and push and pull the sides to change the shape. Other tools can be used to further modify the shape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Paint Bucket&#039;&#039;&#039;&#039;&#039; tool (9th from the left).  Under the &#039;&#039;&#039;&#039;&#039;Select&#039;&#039;&#039;&#039;&#039; tab, choose a material type from the drop down list, then click one of the thumbnails to choose a texture. Now left click on each face of your object to assign the texture.  Put a texture on every side of the object so it will have a texture mapping once imported to Second Life. Save the SketchUp file using the &#039;&#039;&#039;&#039;&#039;File &amp;gt; Save As...&#039;&#039;&#039;&#039;&#039; menu item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 6:&#039;&#039;&#039; Use &#039;&#039;&#039;&#039;&#039;File &amp;gt; Export &amp;gt; 3D Model&#039;&#039;&#039;&#039;&#039; menu item, and choose &#039;&#039;&#039;&#039;&#039;Google Earth (*.kmz)&#039;&#039;&#039;&#039;&#039; as the Export type. Name the file and then click &#039;&#039;&#039;&#039;&#039;Export&#039;&#039;&#039;&#039;&#039;.  Close SketchUp 7. Rename the *.kmz file you created to *.zip, and unpack the zip file. The *.dae will be located in the models folder.&lt;br /&gt;
&lt;br /&gt;
== Upload to Second Life ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Mesh upload is currently only working on the Beta Grid (Aditi) Mesh Sandbox regions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1:&#039;&#039;&#039; If you do not have it installed yet, get the most current Second Life Viewer Beta from the &#039;&#039;&#039;&#039;&#039;Release Notes for Beta Version&#039;&#039;&#039;&#039;&#039; page linked at the bottom of this page.  Currently this is version 2.7.1. Select &#039;&#039;&#039;Mode: Advanced&#039;&#039;&#039; on the login screen and restart.  Then select &#039;&#039;&#039;Start at: Aditi&#039;&#039;&#039; (ie the beta grid), and log in. Find your way to one of the Mesh Sandbox map regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Choose &#039;&#039;&#039;&#039;&#039;Build &amp;gt; Upload &amp;gt; Model&#039;&#039;&#039;&#039; from the main menu.  From the file browser, choose the .dae format file you unpacked previously.  In the &#039;&#039;&#039;&#039;&#039;Upload Model&#039;&#039;&#039;&#039;&#039; window choose the &#039;&#039;&#039;&#039;&#039;Upload&#039;&#039;&#039;&#039;&#039; button.  After a few seconds your model will appear in your inventory as a coalesced object.  Drag it onto the ground in the perspective view.  You can now apply textures to the white object.&lt;br /&gt;
&lt;br /&gt;
== Video tutorial ==&lt;br /&gt;
&#039;&#039;&#039;Importing an Arch&#039;&#039;&#039;&lt;br /&gt;
{{KBvideo|5KlPvhx_0Ao|640|505|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
== Best practices ==&lt;br /&gt;
&#039;&#039;&#039;[http://blogs.secondlife.com/thread/19961?tstart=0 Forum thread on SketchUp best practices]&#039;&#039;&#039;&lt;br /&gt;
[http://blogs.secondlife.com/message/534620#52163 Another thread on exporting from SketchUp to Second Life]&lt;br /&gt;
=== Bones and rigging ===&lt;br /&gt;
&lt;br /&gt;
=== Gotchas and workarounds ===&lt;br /&gt;
&lt;br /&gt;
=== Optimization techniques ===&lt;br /&gt;
&lt;br /&gt;
== Tutorial links ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Release Notes for Beta Versions]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145409</id>
		<title>Mesh/Exporting a mesh from SketchUp</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145409"/>
		<updated>2011-06-04T04:33:49Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: Several small edits to clean up details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox/Mesh}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Google SketchUp 7.0&#039;&#039;&#039; is a free 3D modeling program available for Windows XP/Vista/7 and Mac OS X 10.4 and later. It stores model files in it&#039;s own .skp format, but it can export models to the Collada 1.4 .dae format that Second Life uses to import models.  What follows is a basic workflow for using SketchUp to import a model to Second Life.&lt;br /&gt;
&lt;br /&gt;
== Create Your Object in SketchUp ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1: [http://www.filehippo.com/download_google_sketchup/5310/ Download SketchUp]&#039;&#039;&#039; version 7.0.10247 from the FileHippo.com webaite and install it on your computer. Note this is not the current version (8), but the newer version does not import to Second Life properly. You can get the [http://dl.google.com/sketchup/gsu7/docs/en/SketchUp7Help.pdf SketchUp Manual] in PDF format for version 7.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Start SketchUp 7, and in the &#039;&#039;&#039;&#039;&#039;Welcome to SketchUp&#039;&#039;&#039;&#039;&#039; window, click the &#039;&#039;&#039;&#039;&#039;Choose Template&#039;&#039;&#039;&#039;&#039; button. Select &#039;&#039;&#039;&#039;&#039;Simple Template - Meters&#039;&#039;&#039;&#039;&#039; and then click &#039;&#039;&#039;&#039;&#039;Start Using SketchUp&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3:&#039;&#039;&#039; You will see a human figure in the perspective view.  Before exporting your model, left click this figure and type &#039;&#039;&#039;&#039;&#039;Delete&#039;&#039;&#039;&#039;&#039;, otherwise the figure will be imported to Second Life along with your model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Line&#039;&#039;&#039;&#039;&#039; tool (second from the left) on the toolbar, and draw a set of line segments to make a closed shape.  It will turn gray when you connect back to the initial point. Now select the &#039;&#039;&#039;&#039;&#039;Push/Pull&#039;&#039;&#039;&#039;&#039; tool (tenth from the left), left click on the shape, and move the mouse forward to raise the shape and make a solid object. Hold the middle mouse button or select the &#039;&#039;&#039;&#039;&#039;Orbit&#039;&#039;&#039;&#039;&#039; tool (14th icon), then move the mouse to rotate your camera view. Rolling the mouse button will zoom the view. You can draw more lines with the Line tool on existing sides of the object, and push and pull the sides to change the shape. Other tools can be used to further modify the shape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Paint Bucket&#039;&#039;&#039;&#039;&#039; tool (9th from the left).  Under the &#039;&#039;&#039;&#039;&#039;Select&#039;&#039;&#039;&#039;&#039; tab, choose a material type from the drop down list, then click one of the thumbnails to choose a texture. Now left click on each face of your object to assign the texture.  Put a texture on every side of the object so it will have a texture mapping once imported to Second Life. Save the SketchUp file using the &#039;&#039;&#039;&#039;&#039;File &amp;gt; Save As...&#039;&#039;&#039;&#039;&#039; menu item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 6:&#039;&#039;&#039; Use &#039;&#039;&#039;&#039;&#039;File &amp;gt; Export &amp;gt; 3D Model&#039;&#039;&#039;&#039;&#039; menu item, and choose &#039;&#039;&#039;&#039;&#039;Google Earth (*.kmz)&#039;&#039;&#039;&#039;&#039; as the Export type. Name the file and then click &#039;&#039;&#039;&#039;&#039;Export&#039;&#039;&#039;&#039;&#039;.  Close SketchUp 7. Rename the *.kmz file you created to *.zip, and unpack the zip file. The *.dae will be located in the models folder.&lt;br /&gt;
&lt;br /&gt;
== Upload to Second Life ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Mesh upload is currently only working on the Beta Grid (Aditi) Mesh Sandbox regions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1:&#039;&#039;&#039; If you do not have it installed yet, get the most current Second Life Viewer Beta from the &#039;&#039;&#039;&#039;&#039;Release Notes for Beta Version&#039;&#039;&#039;&#039;&#039; page linked at the bottom of this page.  Currently this is version 2.7.1. Select &#039;&#039;&#039;Mode: Advanced&#039;&#039;&#039; on the login screen and restart.  Then select &#039;&#039;&#039;Start at: Aditi&#039;&#039;&#039; (ie the beta grid), and log in. Find your way to one of the Mesh Sandbox map regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Choose &#039;&#039;&#039;&#039;&#039;Build &amp;gt; Upload &amp;gt; Model&#039;&#039;&#039;&#039; from the main menu.  From the file browser, choose the .dae format file you unpacked previously.  In the &#039;&#039;&#039;&#039;&#039;Upload Model&#039;&#039;&#039;&#039;&#039; window choose the &#039;&#039;&#039;&#039;&#039;Upload&#039;&#039;&#039;&#039;&#039; button.  After a few seconds your model will appear in your inventory as a coalesced object.  Drag it onto the ground in the perspective view.  You can now apply textures to the white object.&lt;br /&gt;
&lt;br /&gt;
== Video tutorial ==&lt;br /&gt;
&#039;&#039;&#039;Importing an Arch&#039;&#039;&#039;&lt;br /&gt;
{{KBvideo|5KlPvhx_0Ao|640|505|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
== Best practices ==&lt;br /&gt;
&#039;&#039;&#039;[http://blogs.secondlife.com/thread/19961?tstart=0 Forum thread on SketchUp best practices]&#039;&#039;&#039;&lt;br /&gt;
[http://blogs.secondlife.com/message/534620#52163 Another thread on exporting from SketchUp to Second Life]&lt;br /&gt;
=== Bones and rigging ===&lt;br /&gt;
&lt;br /&gt;
=== Gotchas and workarounds ===&lt;br /&gt;
&lt;br /&gt;
=== Optimization techniques ===&lt;br /&gt;
&lt;br /&gt;
== Tutorial links ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Release Notes for Beta Versions]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145408</id>
		<title>Mesh/Exporting a mesh from SketchUp</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145408"/>
		<updated>2011-06-04T04:32:31Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: /* Create Your Object in SketchUp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox/Mesh}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Google SketchUp 7.0&#039;&#039;&#039; is a free 3D modeling program available for Windows XP/Vista/7 and Mac OS X 10.5 and later. It stores model files in it&#039;s own .skp format, but it can export models to the Collada 1.4 .dae format that Second Life uses to import models.  What follows is a basic workflow for using SketchUp to import a model to Second Life.&lt;br /&gt;
&lt;br /&gt;
== Create Your Object in SketchUp ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1: [http://www.filehippo.com/download_google_sketchup/5310/ Download SketchUp]&#039;&#039;&#039; version 7.0.10247 from the FileHippo.com webaite and install it on your computer. Note this is not the current version (8), but the newer version does not import to Second Life properly. You can get the [http://dl.google.com/sketchup/gsu7/docs/en/SketchUp7Help.pdf SketchUp Manual] in PDF format for version 7.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Start SketchUp 7, and in the &#039;&#039;&#039;&#039;&#039;Welcome to SketchUp&#039;&#039;&#039;&#039;&#039; window, click the &#039;&#039;&#039;&#039;&#039;Choose Template&#039;&#039;&#039;&#039;&#039; button. Select &#039;&#039;&#039;&#039;&#039;Simple Template - Meters&#039;&#039;&#039;&#039;&#039; and then click &#039;&#039;&#039;&#039;&#039;Start Using SketchUp&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3:&#039;&#039;&#039; You will see a human figure in the perspective view.  Before exporting your model, left click this figure and type &#039;&#039;&#039;&#039;&#039;Delete&#039;&#039;&#039;&#039;&#039;, otherwise the figure will be imported to Second Life along with your model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Line&#039;&#039;&#039;&#039;&#039; tool (second from the left) on the toolbar, and draw a set of line segments to make a closed shape.  It will turn gray when you connect back to the initial point. Now select the &#039;&#039;&#039;&#039;&#039;Push/Pull&#039;&#039;&#039;&#039;&#039; tool (tenth from the left), left click on the shape, and move the mouse forward to raise the shape and make a solid object. Hold the middle mouse button or select the &#039;&#039;&#039;&#039;&#039;Orbit&#039;&#039;&#039;&#039;&#039; tool (14th icon), then move the mouse to rotate your camera view. Rolling the mouse button will zoom the view. You can draw more lines with the Line tool on existing sides of the object, and push and pull the sides to change the shape. Other tools can be used to further modify the shape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Paint Bucket&#039;&#039;&#039;&#039;&#039; tool (9th from the left).  Under the &#039;&#039;&#039;&#039;&#039;Select&#039;&#039;&#039;&#039;&#039; tab, choose a material type from the drop down list, then click one of the thumbnails to choose a texture. Now left click on each face of your object to assign the texture.  Put a texture on every side of the object so it will have a texture mapping once imported to Second Life. Save the SketchUp file using the &#039;&#039;&#039;&#039;&#039;File &amp;gt; Save As...&#039;&#039;&#039;&#039;&#039; menu item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 6:&#039;&#039;&#039; Use &#039;&#039;&#039;&#039;&#039;File &amp;gt; Export &amp;gt; 3D Model&#039;&#039;&#039;&#039;&#039; menu item, and choose &#039;&#039;&#039;&#039;&#039;Google Earth (*.kmz)&#039;&#039;&#039;&#039;&#039; as the Export type. Name the file and then click &#039;&#039;&#039;&#039;&#039;Export&#039;&#039;&#039;&#039;&#039;.  Close SketchUp 7. Rename the *.kmz file you created to *.zip, and unpack the zip file. The *.dae will be located in the models folder.&lt;br /&gt;
&lt;br /&gt;
== Upload to Second Life ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Mesh upload is currently only working on the Beta Grid (Aditi) Mesh Sandbox regions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1:&#039;&#039;&#039; If you do not have it installed yet, get the most current Second Life Viewer Beta from the &#039;&#039;&#039;&#039;&#039;Release Notes for Beta Version&#039;&#039;&#039;&#039;&#039; page linked at the bottom of this page.  Currently this is version 2.7.1. Select &#039;&#039;&#039;Mode: Advanced&#039;&#039;&#039; on the login screen and restart.  Then select &#039;&#039;&#039;Start at: Aditi&#039;&#039;&#039; (ie the beta grid), and log in. Find your way to one of the Mesh Sandbox map regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Choose &#039;&#039;&#039;&#039;&#039;Build &amp;gt; Upload &amp;gt; Model&#039;&#039;&#039;&#039; from the main menu.  From the file browser, choose the .dae format file you unpacked previously.  In the &#039;&#039;&#039;&#039;&#039;Upload Model&#039;&#039;&#039;&#039;&#039; window choose the &#039;&#039;&#039;&#039;&#039;Upload&#039;&#039;&#039;&#039;&#039; button.  After a few seconds your model will appear in your inventory as a coalesced object.  Drag it onto the ground in the perspective view.  You can now apply textures to the white object.&lt;br /&gt;
&lt;br /&gt;
== Video tutorial ==&lt;br /&gt;
&#039;&#039;&#039;Importing an Arch&#039;&#039;&#039;&lt;br /&gt;
{{KBvideo|5KlPvhx_0Ao|640|505|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
== Best practices ==&lt;br /&gt;
&#039;&#039;&#039;[http://blogs.secondlife.com/thread/19961?tstart=0 Forum thread on SketchUp best practices]&#039;&#039;&#039;&lt;br /&gt;
[http://blogs.secondlife.com/message/534620#52163 Another thread on exporting from SketchUp to Second Life]&lt;br /&gt;
=== Bones and rigging ===&lt;br /&gt;
&lt;br /&gt;
=== Gotchas and workarounds ===&lt;br /&gt;
&lt;br /&gt;
=== Optimization techniques ===&lt;br /&gt;
&lt;br /&gt;
== Tutorial links ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Release Notes for Beta Versions]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145407</id>
		<title>Mesh/Exporting a mesh from SketchUp</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145407"/>
		<updated>2011-06-04T04:15:43Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox/Mesh}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Google SketchUp 7.0&#039;&#039;&#039; is a free 3D modeling program available for Windows XP/Vista/7 and Mac OS X 10.5 and later. It stores model files in it&#039;s own .skp format, but it can export models to the Collada 1.4 .dae format that Second Life uses to import models.  What follows is a basic workflow for using SketchUp to import a model to Second Life.&lt;br /&gt;
&lt;br /&gt;
== Create Your Object in SketchUp ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1: [http://www.filehippo.com/download_google_sketchup/5310/ Download SketchUp]&#039;&#039;&#039; from the FileHippo.com and install it on your computer. Note this is not the current version (8), but the newer version does not import to Second Life properly. You can get the [http://dl.google.com/sketchup/gsu7/docs/en/SketchUp7Help.pdf SketchUp Manual] in PDF format for version 7.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Start SketchUp 7, and in the &#039;&#039;&#039;&#039;&#039;Welcome to SketchUp&#039;&#039;&#039;&#039;&#039; window, click the &#039;&#039;&#039;&#039;&#039;Choose Template&#039;&#039;&#039;&#039;&#039; button. Select &#039;&#039;&#039;&#039;&#039;Simple Template - Meters&#039;&#039;&#039;&#039;&#039; and then click &#039;&#039;&#039;&#039;&#039;Start Using SketchUp&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3:&#039;&#039;&#039; You will see a human figure in the perspective view.  Before exporting your model, left click this figure and type &#039;&#039;&#039;&#039;&#039;Delete&#039;&#039;&#039;&#039;&#039;, otherwise the figure will be imported to Second Life along with your model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Line&#039;&#039;&#039;&#039;&#039; tool (second from the left) on the toolbar, and draw a set of line segments to make a closed shape.  It will turn gray when you connect back to the initial point. Now select the &#039;&#039;&#039;&#039;&#039;Push/Pull&#039;&#039;&#039;&#039;&#039; tool (tenth from the left), left click on the shape, and move the mouse forward to raise the shape and make a solid object. Hold the middle mouse button or select the &#039;&#039;&#039;&#039;&#039;Orbit&#039;&#039;&#039;&#039;&#039; tool (14th icon), then move the mouse to rotate your camera view. Rolling the mouse button will zoom the view. You can draw more lines with the Line tool on existing sides of the object, and push and pull the sides to change the shape. Other tools can be used to further modify the shape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Paint Bucket&#039;&#039;&#039;&#039;&#039; tool (9th from the left).  Under the &#039;&#039;&#039;&#039;&#039;Select&#039;&#039;&#039;&#039; tab, choose a material type from the dropdown list, then click one of the thumbnails to choose a texture. Now left click on each face of your object to assign the texture.  Put a texture on every side of the object so it will have a texture mapping once imported to Second Life. Save the SketchUp file using the &#039;&#039;&#039;&#039;&#039;File &amp;gt; Save As...&#039;&#039;&#039;&#039;&#039; menu item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 6:&#039;&#039;&#039; Use &#039;&#039;&#039;&#039;&#039;File &amp;gt; Export &amp;gt; 3D Model&#039;&#039;&#039;&#039;&#039; menu item, and choose &#039;&#039;&#039;&#039;&#039;Google Earth (*.kmz)&#039;&#039;&#039;&#039;&#039; as the Export type. Name the file and then click &#039;&#039;&#039;&#039;&#039;Export&#039;&#039;&#039;&#039;&#039;.  Close SketchUp 7. Rename the *.kmz file you created to *.zip, and unpack the zip file. The *.dae will be located in the models folder. &lt;br /&gt;
&lt;br /&gt;
== Upload to Second Life ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Mesh upload is currently only working on the Beta Grid (Aditi) Mesh Sandbox regions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1:&#039;&#039;&#039; If you do not have it installed yet, get the most current Second Life Viewer Beta from the &#039;&#039;&#039;&#039;&#039;Release Notes for Beta Version&#039;&#039;&#039;&#039;&#039; page linked at the bottom of this page.  Currently this is version 2.7.1. Select &#039;&#039;&#039;Mode: Advanced&#039;&#039;&#039; on the login screen and restart.  Then select &#039;&#039;&#039;Start at: Aditi&#039;&#039;&#039; (ie the beta grid), and log in. Find your way to one of the Mesh Sandbox map regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Choose &#039;&#039;&#039;&#039;&#039;Build &amp;gt; Upload &amp;gt; Model&#039;&#039;&#039;&#039; from the main menu.  From the file browser, choose the .dae format file you unpacked previously.  In the &#039;&#039;&#039;&#039;&#039;Upload Model&#039;&#039;&#039;&#039;&#039; window choose the &#039;&#039;&#039;&#039;&#039;Upload&#039;&#039;&#039;&#039;&#039; button.  After a few seconds your model will appear in your inventory as a coalesced object.  Drag it onto the ground in the perspective view.  You can now apply textures to the white object.&lt;br /&gt;
&lt;br /&gt;
== Video tutorial ==&lt;br /&gt;
&#039;&#039;&#039;Importing an Arch&#039;&#039;&#039;&lt;br /&gt;
{{KBvideo|5KlPvhx_0Ao|640|505|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
== Best practices ==&lt;br /&gt;
&#039;&#039;&#039;[http://blogs.secondlife.com/thread/19961?tstart=0 Forum thread on SketchUp best practices]&#039;&#039;&#039;&lt;br /&gt;
[http://blogs.secondlife.com/message/534620#52163 Another thread on exporting from SketchUp to Second Life]&lt;br /&gt;
=== Bones and rigging ===&lt;br /&gt;
&lt;br /&gt;
=== Gotchas and workarounds ===&lt;br /&gt;
&lt;br /&gt;
=== Optimization techniques ===&lt;br /&gt;
&lt;br /&gt;
== Tutorial links ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Release Notes for Beta Versions]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145405</id>
		<title>Mesh/Exporting a mesh from SketchUp</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145405"/>
		<updated>2011-06-04T02:31:36Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: /* Create Your Object in SketchUp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox/Mesh}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Google SketchUp 8&#039;&#039;&#039; is a free 3D modeling program available for Windows XP/Vista/7 and Mac OS X 10.5 and later. There is also SketchUp Pro with more features which you can buy, but the free version works for Second Life. It stores model files in it&#039;s own .skp format, but it can export models to the Collada 1.4 .dae format that Second Life uses to import models.  What follows is a basic workflow for using SketchUp to import a model to Second Life.&lt;br /&gt;
&lt;br /&gt;
== Create Your Object in SketchUp ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1: [http://sketchup.google.com/intl/en/download/index.html Download SketchUp]&#039;&#039;&#039; from the Google website and install it on your computer. You can get the [http://dl.google.com/sketchup/gsu7/docs/en/SketchUp7Help.pdf SketchUp Manual] in PDF format for version 7.  Version 8 is only documented online.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Start SketchUp 8, and in the &#039;&#039;&#039;&#039;&#039;Welcome to SketchUp&#039;&#039;&#039;&#039;&#039; window, click the &#039;&#039;&#039;&#039;&#039;Choose Template&#039;&#039;&#039;&#039;&#039; button. Select &#039;&#039;&#039;&#039;&#039;Simple Template - Meters&#039;&#039;&#039;&#039;&#039; and then click &#039;&#039;&#039;&#039;&#039;Start Using SketchUp&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3:&#039;&#039;&#039; You will see a human figure in the perspective view.  Before exporting your model, left click this figure and type &#039;&#039;&#039;&#039;&#039;Delete&#039;&#039;&#039;&#039;&#039;, otherwise the figure will be imported to Second Life along with your model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Line&#039;&#039;&#039;&#039;&#039; tool (second from the left) on the toolbar, and draw a set of line segments to make a closed shape.  It will turn gray when you connect back to the initial point. Now select the &#039;&#039;&#039;&#039;&#039;Push/Pull&#039;&#039;&#039;&#039;&#039; tool (tenth from the left), left click on the shape, and move the mouse forward to raise the shape and make a solid object. Hold the middle mouse button or select the &#039;&#039;&#039;&#039;&#039;Orbit&#039;&#039;&#039;&#039;&#039; tool (14th icon), then move the mouse to rotate your camera view. Rolling the mouse button will zoom the view. You can draw more lines with the Line tool on existing sides of the object, and push and pull the sides to change the shape. Other tools can be used to further modify the shape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Paint Bucket&#039;&#039;&#039;&#039;&#039; tool (9th from the left).  Under the &#039;&#039;&#039;&#039;&#039;Select&#039;&#039;&#039;&#039; tab, choose a material type from the dropdown list, then click one of the thumbnails to choose a texture. Now left click on each face of your object to assign the texture.  Put a texture on every side of the object so it will have a texture mapping once imported to Second Life. Save the SketchUp file using the &#039;&#039;&#039;&#039;&#039;File &amp;gt; Save As...&#039;&#039;&#039;&#039;&#039; menu item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 6:&#039;&#039;&#039; Use &#039;&#039;&#039;&#039;&#039;File &amp;gt; Export &amp;gt; 3D Model&#039;&#039;&#039;&#039;&#039; menu item, and choose &#039;&#039;&#039;&#039;&#039;COLLADA File (*.dae)&#039;&#039;&#039;&#039;&#039; as the Export type. Name the file and then click &#039;&#039;&#039;&#039;&#039;Export&#039;&#039;&#039;&#039;&#039;.  Close SketchUp 8.&lt;br /&gt;
&lt;br /&gt;
== Upload to Second Life ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Mesh upload is currently only working on the Beta Grid (Aditi) Mesh Sandbox regions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1:&#039;&#039;&#039; If you do not have it installed yet, get the most current Second Life Viewer Beta from the &#039;&#039;&#039;&#039;&#039;Release Notes for Beta Version&#039;&#039;&#039;&#039;&#039; page linked at the bottom of this page.  Currently this is version 2.7.1. Select &#039;&#039;&#039;Mode: Advanced&#039;&#039;&#039; on the login screen and restart.  Then select &#039;&#039;&#039;Start at: Aditi&#039;&#039;&#039; (ie the beta grid), and log in. Find your way to one of the Mesh Sandbox map regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Choose &#039;&#039;&#039;&#039;&#039;Build &amp;gt; Upload &amp;gt; Model&#039;&#039;&#039;&#039; from the main menu.  From the file browser, choose the .dae format file you saved previously.  In the &#039;&#039;&#039;&#039;&#039;Upload Model&#039;&#039;&#039;&#039;&#039; window choose the &#039;&#039;&#039;&#039;&#039;Upload&#039;&#039;&#039;&#039;&#039; button.  After a few seconds your model will appear in your inventory as a coalesced object.  Drag it onto the ground in the perspective view.  You can now apply textures to the white object.&lt;br /&gt;
&lt;br /&gt;
== Video tutorial ==&lt;br /&gt;
&#039;&#039;&#039;Importing an Arch&#039;&#039;&#039;&lt;br /&gt;
{{KBvideo|5KlPvhx_0Ao|640|505|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
== Best practices ==&lt;br /&gt;
&#039;&#039;&#039;[http://blogs.secondlife.com/thread/19961?tstart=0 Forum thread on SketchUp best practices]&#039;&#039;&#039;&lt;br /&gt;
[http://blogs.secondlife.com/message/534620#52163 Another thread on exporting from SketchUp to Second Life]&lt;br /&gt;
=== Bones and rigging ===&lt;br /&gt;
&lt;br /&gt;
=== Gotchas and workarounds ===&lt;br /&gt;
&lt;br /&gt;
=== Optimization techniques ===&lt;br /&gt;
&lt;br /&gt;
== Tutorial links ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Release Notes for Beta Versions]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145404</id>
		<title>Mesh/Exporting a mesh from SketchUp</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145404"/>
		<updated>2011-06-04T02:29:44Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox/Mesh}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Google SketchUp 8&#039;&#039;&#039; is a free 3D modeling program available for Windows XP/Vista/7 and Mac OS X 10.5 and later. There is also SketchUp Pro with more features which you can buy, but the free version works for Second Life. It stores model files in it&#039;s own .skp format, but it can export models to the Collada 1.4 .dae format that Second Life uses to import models.  What follows is a basic workflow for using SketchUp to import a model to Second Life.&lt;br /&gt;
&lt;br /&gt;
== Create Your Object in SketchUp ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1: [http://sketchup.google.com/intl/en/download/index.html Download SketchUp]&#039;&#039;&#039; from the Google website and install it on your computer. You can get a manual in PDF format from [http://dl.google.com/sketchup/gsu7/docs/en/SketchUp7Help.pdf].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Start SketchUp 8, and in the &#039;&#039;&#039;&#039;&#039;Welcome to SketchUp&#039;&#039;&#039;&#039;&#039; window, click the &#039;&#039;&#039;&#039;&#039;Choose Template&#039;&#039;&#039;&#039;&#039; button. Select &#039;&#039;&#039;&#039;&#039;Simple Template - Meters&#039;&#039;&#039;&#039;&#039; and then click &#039;&#039;&#039;&#039;&#039;Start Using SketchUp&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3:&#039;&#039;&#039; You will see a human figure in the perspective view.  Before exporting your model, left click this figure and type &#039;&#039;&#039;&#039;&#039;Delete&#039;&#039;&#039;&#039;&#039;, otherwise the figure will be imported to Second Life along with your model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Line&#039;&#039;&#039;&#039;&#039; tool (second from the left) on the toolbar, and draw a set of line segments to make a closed shape.  It will turn gray when you connect back to the initial point. Now select the &#039;&#039;&#039;&#039;&#039;Push/Pull&#039;&#039;&#039;&#039;&#039; tool (tenth from the left), left click on the shape, and move the mouse forward to raise the shape and make a solid object. Hold the middle mouse button or select the &#039;&#039;&#039;&#039;&#039;Orbit&#039;&#039;&#039;&#039;&#039; tool (14th icon), then move the mouse to rotate your camera view. Rolling the mouse button will zoom the view. You can draw more lines with the Line tool on existing sides of the object, and push and pull the sides to change the shape. Other tools can be used to further modify the shape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Paint Bucket&#039;&#039;&#039;&#039;&#039; tool (9th from the left).  Under the &#039;&#039;&#039;&#039;&#039;Select&#039;&#039;&#039;&#039; tab, choose a material type from the dropdown list, then click one of the thumbnails to choose a texture. Now left click on each face of your object to assign the texture.  Put a texture on every side of the object so it will have a texture mapping once imported to Second Life. Save the SketchUp file using the &#039;&#039;&#039;&#039;&#039;File &amp;gt; Save As...&#039;&#039;&#039;&#039;&#039; menu item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 6:&#039;&#039;&#039; Use &#039;&#039;&#039;&#039;&#039;File &amp;gt; Export &amp;gt; 3D Model&#039;&#039;&#039;&#039;&#039; menu item, and choose &#039;&#039;&#039;&#039;&#039;COLLADA File (*.dae)&#039;&#039;&#039;&#039;&#039; as the Export type. Name the file and then click &#039;&#039;&#039;&#039;&#039;Export&#039;&#039;&#039;&#039;&#039;.  Close SketchUp 8.&lt;br /&gt;
&lt;br /&gt;
== Upload to Second Life ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Mesh upload is currently only working on the Beta Grid (Aditi) Mesh Sandbox regions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1:&#039;&#039;&#039; If you do not have it installed yet, get the most current Second Life Viewer Beta from the &#039;&#039;&#039;&#039;&#039;Release Notes for Beta Version&#039;&#039;&#039;&#039;&#039; page linked at the bottom of this page.  Currently this is version 2.7.1. Select &#039;&#039;&#039;Mode: Advanced&#039;&#039;&#039; on the login screen and restart.  Then select &#039;&#039;&#039;Start at: Aditi&#039;&#039;&#039; (ie the beta grid), and log in. Find your way to one of the Mesh Sandbox map regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Choose &#039;&#039;&#039;&#039;&#039;Build &amp;gt; Upload &amp;gt; Model&#039;&#039;&#039;&#039; from the main menu.  From the file browser, choose the .dae format file you saved previously.  In the &#039;&#039;&#039;&#039;&#039;Upload Model&#039;&#039;&#039;&#039;&#039; window choose the &#039;&#039;&#039;&#039;&#039;Upload&#039;&#039;&#039;&#039;&#039; button.  After a few seconds your model will appear in your inventory as a coalesced object.  Drag it onto the ground in the perspective view.  You can now apply textures to the white object.&lt;br /&gt;
&lt;br /&gt;
== Video tutorial ==&lt;br /&gt;
&#039;&#039;&#039;Importing an Arch&#039;&#039;&#039;&lt;br /&gt;
{{KBvideo|5KlPvhx_0Ao|640|505|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
== Best practices ==&lt;br /&gt;
&#039;&#039;&#039;[http://blogs.secondlife.com/thread/19961?tstart=0 Forum thread on SketchUp best practices]&#039;&#039;&#039;&lt;br /&gt;
[http://blogs.secondlife.com/message/534620#52163 Another thread on exporting from SketchUp to Second Life]&lt;br /&gt;
=== Bones and rigging ===&lt;br /&gt;
&lt;br /&gt;
=== Gotchas and workarounds ===&lt;br /&gt;
&lt;br /&gt;
=== Optimization techniques ===&lt;br /&gt;
&lt;br /&gt;
== Tutorial links ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Release Notes for Beta Versions]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145403</id>
		<title>Mesh/Exporting a mesh from SketchUp</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145403"/>
		<updated>2011-06-04T02:17:20Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: /* Upload to Second Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox/Mesh}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Google SketchUp 8&#039;&#039;&#039; is a free 3D modeling program available for Windows XP/Vista/7 and Mac OS X 10.5 and later. There is also SketchUp Pro with more features which you can buy, but the free version works for Second Life. It stores model files in it&#039;s own .skp format, but it can export models to the Collada 1.4 .dae format that Second Life uses to import models.&lt;br /&gt;
&lt;br /&gt;
== Create Your Object in SketchUp ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1: [http://sketchup.google.com/intl/en/download/index.html Download SketchUp]&#039;&#039;&#039; from the Google website and install it on your computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Start SketchUp 8, and in the &#039;&#039;&#039;&#039;&#039;Welcome to SketchUp&#039;&#039;&#039;&#039;&#039; window, click the &#039;&#039;&#039;&#039;&#039;Choose Template&#039;&#039;&#039;&#039;&#039; button. Select &#039;&#039;&#039;&#039;&#039;Simple Template - Meters&#039;&#039;&#039;&#039;&#039; and then click &#039;&#039;&#039;&#039;&#039;Start Using SketchUp&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3:&#039;&#039;&#039; You will see a human figure in the perspective view.  Before exporting your model, left click this figure and type &#039;&#039;&#039;&#039;&#039;Delete&#039;&#039;&#039;&#039;&#039;, otherwise the figure will be imported to Second Life along with your model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Line&#039;&#039;&#039;&#039;&#039; tool (second from the left) on the toolbar, and draw a set of line segments to make a closed shape.  It will turn gray when you connect back to the initial point. Now select the &#039;&#039;&#039;&#039;&#039;Push/Pull&#039;&#039;&#039;&#039;&#039; tool (tenth from the left), left click on the shape, and move the mouse forward to raise the shape and make a solid object. Hold the middle mouse button or select the &#039;&#039;&#039;&#039;&#039;Orbit&#039;&#039;&#039;&#039;&#039; tool (14th icon), then move the mouse to rotate your camera view. Rolling the mouse button will zoom the view. You can draw more lines with the Line tool on existing sides of the object, and push and pull the sides to change the shape. Other tools can be used to further modify the shape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Paint Bucket&#039;&#039;&#039;&#039;&#039; tool (9th from the left).  Under the &#039;&#039;&#039;&#039;&#039;Select&#039;&#039;&#039;&#039; tab, choose a material type from the dropdown list, then click one of the thumbnails to choose a texture. Now left click on each face of your object to assign the texture.  Put a texture on every side of the object so it will have a texture mapping once imported to Second Life. Save the SketchUp file using the &#039;&#039;&#039;&#039;&#039;File &amp;gt; Save As...&#039;&#039;&#039;&#039;&#039; menu item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 6:&#039;&#039;&#039; Use &#039;&#039;&#039;&#039;&#039;File &amp;gt; Export &amp;gt; 3D Model&#039;&#039;&#039;&#039;&#039; menu item, and choose &#039;&#039;&#039;&#039;&#039;COLLADA File (*.dae)&#039;&#039;&#039;&#039;&#039; as the Export type. Name the file and then click &#039;&#039;&#039;&#039;&#039;Export&#039;&#039;&#039;&#039;&#039;.  Close SketchUp 8.&lt;br /&gt;
&lt;br /&gt;
== Upload to Second Life ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Mesh upload is currently only working on the Beta Grid (Aditi) Mesh Sandbox regions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1:&#039;&#039;&#039; If you do not have it installed yet, get the most current Second Life Viewer Beta from the &#039;&#039;&#039;&#039;&#039;Release Notes for Beta Version&#039;&#039;&#039;&#039;&#039; page linked at the bottom of this page.  Currently this is version 2.7.1. Select &#039;&#039;&#039;Mode: Advanced&#039;&#039;&#039; on the login screen and restart.  Then select &#039;&#039;&#039;Start at: Aditi&#039;&#039;&#039; (ie the beta grid), and log in. Find your way to one of the Mesh Sandbox map regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Choose &#039;&#039;&#039;&#039;&#039;Build &amp;gt; Upload &amp;gt; Model&#039;&#039;&#039;&#039; from the main menu.  From the file browser, choose the .dae format file you saved previously.  In the &#039;&#039;&#039;&#039;&#039;Upload Model&#039;&#039;&#039;&#039;&#039; window choose the &#039;&#039;&#039;&#039;&#039;Upload&#039;&#039;&#039;&#039;&#039; button.  After a few seconds your model will appear in your inventory as a coalesced object.  Drag it onto the ground in the perspective view.  You can now apply textures to the white object.&lt;br /&gt;
&lt;br /&gt;
== Video tutorial ==&lt;br /&gt;
&#039;&#039;&#039;Importing an Arch&#039;&#039;&#039;&lt;br /&gt;
{{KBvideo|5KlPvhx_0Ao|640|505|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
== Best practices ==&lt;br /&gt;
&#039;&#039;&#039;[http://blogs.secondlife.com/thread/19961?tstart=0 Forum thread on SketchUp best practices]&#039;&#039;&#039;&lt;br /&gt;
[http://blogs.secondlife.com/message/534620#52163 Another thread on exporting from SketchUp to Second Life]&lt;br /&gt;
=== Bones and rigging ===&lt;br /&gt;
&lt;br /&gt;
=== Gotchas and workarounds ===&lt;br /&gt;
&lt;br /&gt;
=== Optimization techniques ===&lt;br /&gt;
&lt;br /&gt;
== Tutorial links ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Release Notes for Beta Versions]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145401</id>
		<title>Mesh/Exporting a mesh from SketchUp</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145401"/>
		<updated>2011-06-04T02:02:32Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox/Mesh}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Google SketchUp 8&#039;&#039;&#039; is a free 3D modeling program available for Windows XP/Vista/7 and Mac OS X 10.5 and later. There is also SketchUp Pro with more features which you can buy, but the free version works for Second Life. It stores model files in it&#039;s own .skp format, but it can export models to the Collada 1.4 .dae format that Second Life uses to import models.&lt;br /&gt;
&lt;br /&gt;
== Create Your Object in SketchUp ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1: [http://sketchup.google.com/intl/en/download/index.html Download SketchUp]&#039;&#039;&#039; from the Google website and install it on your computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Start SketchUp 8, and in the &#039;&#039;&#039;&#039;&#039;Welcome to SketchUp&#039;&#039;&#039;&#039;&#039; window, click the &#039;&#039;&#039;&#039;&#039;Choose Template&#039;&#039;&#039;&#039;&#039; button. Select &#039;&#039;&#039;&#039;&#039;Simple Template - Meters&#039;&#039;&#039;&#039;&#039; and then click &#039;&#039;&#039;&#039;&#039;Start Using SketchUp&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3:&#039;&#039;&#039; You will see a human figure in the perspective view.  Before exporting your model, left click this figure and type &#039;&#039;&#039;&#039;&#039;Delete&#039;&#039;&#039;&#039;&#039;, otherwise the figure will be imported to Second Life along with your model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Line&#039;&#039;&#039;&#039;&#039; tool (second from the left) on the toolbar, and draw a set of line segments to make a closed shape.  It will turn gray when you connect back to the initial point. Now select the &#039;&#039;&#039;&#039;&#039;Push/Pull&#039;&#039;&#039;&#039;&#039; tool (tenth from the left), left click on the shape, and move the mouse forward to raise the shape and make a solid object. Hold the middle mouse button or select the &#039;&#039;&#039;&#039;&#039;Orbit&#039;&#039;&#039;&#039;&#039; tool (14th icon), then move the mouse to rotate your camera view. Rolling the mouse button will zoom the view. You can draw more lines with the Line tool on existing sides of the object, and push and pull the sides to change the shape. Other tools can be used to further modify the shape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Paint Bucket&#039;&#039;&#039;&#039;&#039; tool (9th from the left).  Under the &#039;&#039;&#039;&#039;&#039;Select&#039;&#039;&#039;&#039; tab, choose a material type from the dropdown list, then click one of the thumbnails to choose a texture. Now left click on each face of your object to assign the texture.  Put a texture on every side of the object so it will have a texture mapping once imported to Second Life. Save the SketchUp file using the &#039;&#039;&#039;&#039;&#039;File &amp;gt; Save As...&#039;&#039;&#039;&#039;&#039; menu item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 6:&#039;&#039;&#039; Use &#039;&#039;&#039;&#039;&#039;File &amp;gt; Export &amp;gt; 3D Model&#039;&#039;&#039;&#039;&#039; menu item, and choose &#039;&#039;&#039;&#039;&#039;COLLADA File (*.dae)&#039;&#039;&#039;&#039;&#039; as the Export type. Name the file and then click &#039;&#039;&#039;&#039;&#039;Export&#039;&#039;&#039;&#039;&#039;.  Close SketchUp 8.&lt;br /&gt;
&lt;br /&gt;
== Upload to Second Life ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Mesh upload is currently only working on the Beta Grid (Aditi) Mesh Sandbox regions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1:&#039;&#039;&#039; If you do not have it installed yet, get the most current Second Life Viewer Beta from the Release Notes for Beta Version page linked at the bottom of this page.  Currently this is version 2.7.1. Select &#039;&#039;&#039;Mode: Advanced&#039;&#039;&#039; on the login screen and restart.  Then select &#039;&#039;&#039;Start at: Aditi&#039;&#039;&#039; (ie the beta grid), and log in. Find your way to one of the Mesh Sandbox map regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Choose &#039;&#039;&#039;&#039;&#039;Build &amp;gt; Upload &amp;gt; Model&#039;&#039;&#039;&#039; from the main menu.  From the file browser, choose the .dae format file you saved previously.  In the &#039;&#039;&#039;&#039;&#039;Upload Model&#039;&#039;&#039;&#039;&#039; window choose the &#039;&#039;&#039;&#039;&#039;Upload&#039;&#039;&#039;&#039;&#039; button.  After a few seconds your model will appear in your inventory as a coalesced object.  Drag it onto the ground in the perspective view.  You can now apply textures to the white object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Video tutorial ==&lt;br /&gt;
&#039;&#039;&#039;Importing an Arch&#039;&#039;&#039;&lt;br /&gt;
{{KBvideo|5KlPvhx_0Ao|640|505|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
== Best practices ==&lt;br /&gt;
&#039;&#039;&#039;[http://blogs.secondlife.com/thread/19961?tstart=0 Forum thread on SketchUp best practices]&#039;&#039;&#039;&lt;br /&gt;
[http://blogs.secondlife.com/message/534620#52163 Another thread on exporting from SketchUp to Second Life]&lt;br /&gt;
=== Bones and rigging ===&lt;br /&gt;
&lt;br /&gt;
=== Gotchas and workarounds ===&lt;br /&gt;
&lt;br /&gt;
=== Optimization techniques ===&lt;br /&gt;
&lt;br /&gt;
== Tutorial links ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Release Notes for Beta Versions]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145400</id>
		<title>Mesh/Exporting a mesh from SketchUp</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145400"/>
		<updated>2011-06-04T01:49:10Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox/Mesh}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Google SketchUp 8&#039;&#039;&#039; is a free 3D modeling program available for Windows XP/Vista/7 and Mac OS X 10.5 and later. There is also SketchUp Pro with more features which you can buy, but the free version works for Second Life. It stores model files in it&#039;s own .skp format, but it can export models to the Collada 1.4 .dae format that Second Life uses to import models.&lt;br /&gt;
&lt;br /&gt;
== Create Your Object in SketchUp ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1: [http://sketchup.google.com/intl/en/download/index.html Download SketchUp]&#039;&#039;&#039; from the Google website and install it on your computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Start SketchUp 8, and in the &#039;&#039;&#039;&#039;&#039;Welcome to SketchUp&#039;&#039;&#039;&#039;&#039; window, click the &#039;&#039;&#039;&#039;&#039;Choose Template&#039;&#039;&#039;&#039;&#039; button. Select &#039;&#039;&#039;&#039;&#039;Simple Template - Meters&#039;&#039;&#039;&#039;&#039; and then click &#039;&#039;&#039;&#039;&#039;Start Using SketchUp&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3:&#039;&#039;&#039; You will see a human figure in the perspective view.  Before exporting your model, left click this figure and type &#039;&#039;&#039;&#039;&#039;Delete&#039;&#039;&#039;&#039;&#039;, otherwise the figure will be imported to Second Life along with your model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Line&#039;&#039;&#039;&#039;&#039; tool (second from the left) on the toolbar, and draw a set of line segments to make a closed shape.  It will turn gray when you connect back to the initial point. Now select the &#039;&#039;&#039;&#039;&#039;Push/Pull&#039;&#039;&#039;&#039;&#039; tool (tenth from the left), left click on the shape, and move the mouse forward to raise the shape and make a solid object. Hold the middle mouse button or select the &#039;&#039;&#039;&#039;&#039;Orbit&#039;&#039;&#039;&#039;&#039; tool (14th icon), then move the mouse to rotate your camera view. Rolling the mouse button will zoom the view. You can draw more lines with the Line tool on existing sides of the object, and push and pull the sides to change the shape. Other tools can be used to further modify the shape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Paint Bucket&#039;&#039;&#039;&#039;&#039; tool (9th from the left).  Under the &#039;&#039;&#039;&#039;&#039;Select&#039;&#039;&#039;&#039; tab, choose a material type from the dropdown list, then click one of the thumbnails to choose a texture. Now left click on each face of your object to assign the texture.  Put a texture on every side of the object so it will have a texture mapping once imported to Second Life. Save the SketchUp file using the &#039;&#039;&#039;&#039;&#039;File &amp;gt; Save As...&#039;&#039;&#039;&#039;&#039; menu item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 6:&#039;&#039;&#039; Use &#039;&#039;&#039;&#039;&#039;File &amp;gt; Export &amp;gt; 3D Model&#039;&#039;&#039;&#039;&#039; menu item, and choose &#039;&#039;&#039;&#039;&#039;COLLADA File (*.dae)&#039;&#039;&#039;&#039;&#039; as the Export type. Name the file and then click &#039;&#039;&#039;&#039;&#039;Export&#039;&#039;&#039;&#039;&#039;.  Close SketchUp 8.&lt;br /&gt;
&lt;br /&gt;
== Upload to Second Life ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Mesh upload is currently only working on the Beta Grid (Aditi) Mesh Sandbox regions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1:&#039;&#039;&#039; If you do not have it installed yet, get the most current Second Life Viewer Beta from the [[Category:Release Notes for Beta Versions]] page.  Currently this is version 2.7.1&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
Create a box (or monkey or teapot or hippo)&lt;br /&gt;
&lt;br /&gt;
Reduce polygons &lt;br /&gt;
&lt;br /&gt;
Apply textures &lt;br /&gt;
&lt;br /&gt;
Scale to meters &lt;br /&gt;
&lt;br /&gt;
Export to COLLADA&lt;br /&gt;
&lt;br /&gt;
Import to SL &lt;br /&gt;
&lt;br /&gt;
== Video tutorial ==&lt;br /&gt;
&#039;&#039;&#039;Importing an Arch&#039;&#039;&#039;&lt;br /&gt;
{{KBvideo|5KlPvhx_0Ao|640|505|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
== Best practices ==&lt;br /&gt;
&#039;&#039;&#039;[http://blogs.secondlife.com/thread/19961?tstart=0 Forum thread on SketchUp best practices]&#039;&#039;&#039;&lt;br /&gt;
[http://blogs.secondlife.com/message/534620#52163 Another thread on exporting from SketchUp to Second Life]&lt;br /&gt;
=== Bones and rigging ===&lt;br /&gt;
&lt;br /&gt;
=== Gotchas and workarounds ===&lt;br /&gt;
&lt;br /&gt;
=== Optimization techniques ===&lt;br /&gt;
&lt;br /&gt;
== Tutorial links ==&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145399</id>
		<title>Mesh/Exporting a mesh from SketchUp</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145399"/>
		<updated>2011-06-04T01:45:48Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox/Mesh}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Google SketchUp 8&#039;&#039;&#039; is a free 3D modeling program available for Windows XP/Vista/7 and Mac OS X 10.5 and later. There is also SketchUp Pro with more features which you can buy, but the free version works for Second Life. It stores model files in it&#039;s own .skp format, but it can export models to the Collada 1.4 .dae format that Second Life uses to import models.&lt;br /&gt;
&lt;br /&gt;
== Create Your Object in SketchUp ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1: [http://sketchup.google.com/intl/en/download/index.html Download SketchUp]&#039;&#039;&#039; from the Google website and install it on your computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Start SketchUp 8, and in the &#039;&#039;&#039;&#039;&#039;Welcome to SketchUp&#039;&#039;&#039;&#039;&#039; window, click the &#039;&#039;&#039;&#039;&#039;Choose Template&#039;&#039;&#039;&#039;&#039; button. Select &#039;&#039;&#039;&#039;&#039;Simple Template - Meters&#039;&#039;&#039;&#039;&#039; and then click &#039;&#039;&#039;&#039;&#039;Start Using SketchUp&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3:&#039;&#039;&#039; You will see a human figure in the perspective view.  Before exporting your model, left click this figure and type &#039;&#039;&#039;&#039;&#039;Delete&#039;&#039;&#039;&#039;&#039;, otherwise the figure will be imported to Second Life along with your model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Line&#039;&#039;&#039;&#039;&#039; tool (second from the left) on the toolbar, and draw a set of line segments to make a closed shape.  It will turn gray when you connect back to the initial point. Now select the &#039;&#039;&#039;&#039;&#039;Push/Pull&#039;&#039;&#039;&#039;&#039; tool (tenth from the left), left click on the shape, and move the mouse forward to raise the shape and make a solid object. Hold the middle mouse button or select the &#039;&#039;&#039;&#039;&#039;Orbit&#039;&#039;&#039;&#039;&#039; tool (14th icon), then move the mouse to rotate your camera view. Rolling the mouse button will zoom the view. You can draw more lines with the Line tool on existing sides of the object, and push and pull the sides to change the shape. Other tools can be used to further modify the shape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5:&#039;&#039;&#039; Select the &#039;&#039;&#039;&#039;&#039;Paint Bucket&#039;&#039;&#039;&#039;&#039; tool (9th from the left).  Under the &#039;&#039;&#039;&#039;&#039;Select&#039;&#039;&#039;&#039; tab, choose a material type from the dropdown list, then click one of the thumbnails to choose a texture. Now left click on each face of your object to assign the texture.  Put a texture on every side of the object so it will have a texture mapping once imported to Second Life. Save the SketchUp file using the &#039;&#039;&#039;&#039;&#039;File &amp;gt; Save As...&#039;&#039;&#039;&#039;&#039; menu item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 6:&#039;&#039;&#039; Use &#039;&#039;&#039;&#039;&#039;File &amp;gt; Export &amp;gt; 3D Model&#039;&#039;&#039;&#039;&#039; menu item, and choose &#039;&#039;&#039;&#039;&#039;COLLADA File (*.dae)&#039;&#039;&#039;&#039;&#039; as the Export type. Name the file and then click &#039;&#039;&#039;&#039;&#039;Export&#039;&#039;&#039;&#039;&#039;.  Close SketchUp 8.&lt;br /&gt;
&lt;br /&gt;
== Upload to Second Life ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Mesh Upload is currently only working on the Beta Grid (Aditi) Mesh Sandbox regions.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
Create a box (or monkey or teapot or hippo)&lt;br /&gt;
&lt;br /&gt;
Reduce polygons &lt;br /&gt;
&lt;br /&gt;
Apply textures &lt;br /&gt;
&lt;br /&gt;
Scale to meters &lt;br /&gt;
&lt;br /&gt;
Export to COLLADA&lt;br /&gt;
&lt;br /&gt;
Import to SL &lt;br /&gt;
&lt;br /&gt;
== Video tutorial ==&lt;br /&gt;
&#039;&#039;&#039;Importing an Arch&#039;&#039;&#039;&lt;br /&gt;
{{KBvideo|5KlPvhx_0Ao|640|505|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
== Best practices ==&lt;br /&gt;
&#039;&#039;&#039;[http://blogs.secondlife.com/thread/19961?tstart=0 Forum thread on SketchUp best practices]&#039;&#039;&#039;&lt;br /&gt;
[http://blogs.secondlife.com/message/534620#52163 Another thread on exporting from SketchUp to Second Life]&lt;br /&gt;
=== Bones and rigging ===&lt;br /&gt;
&lt;br /&gt;
=== Gotchas and workarounds ===&lt;br /&gt;
&lt;br /&gt;
=== Optimization techniques ===&lt;br /&gt;
&lt;br /&gt;
== Tutorial links ==&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145398</id>
		<title>Mesh/Exporting a mesh from SketchUp</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_SketchUp&amp;diff=1145398"/>
		<updated>2011-06-04T01:14:34Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox/Mesh}}&lt;br /&gt;
&lt;br /&gt;
Google SketchUp 8 is a free 3D modeling program available for Windows XP/Vista/7 and Mac OS X 10.5 and later. There is also SketchUp Pro with more features which you can buy, but the free version works for Second Life. It stores model files in it&#039;s own .skp format, but it can export models to the Collada 1.4 .dae format that Second Life uses to import models.&lt;br /&gt;
&lt;br /&gt;
== Basic workflow ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1: [http://sketchup.google.com/intl/en/download/index.html Download SketchUp]&#039;&#039;&#039; from the Google website and install it on your computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Start SketchUp 8, and in the &#039;&#039;&#039;&#039;&#039;Welcome to SketchUp&#039;&#039;&#039;&#039;&#039; window, click the &#039;&#039;&#039;&#039;&#039;Choose Template&#039;&#039;&#039;&#039;&#039; button. Select &#039;&#039;&#039;&#039;&#039;Simple Template - Meters&#039;&#039;&#039;&#039;&#039; and then click &#039;&#039;&#039;&#039;&#039;Start Using SketchUp&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Create a box (or monkey or teapot or hippo)&lt;br /&gt;
&lt;br /&gt;
Reduce polygons &lt;br /&gt;
&lt;br /&gt;
Apply textures &lt;br /&gt;
&lt;br /&gt;
Scale to meters &lt;br /&gt;
&lt;br /&gt;
Export to COLLADA&lt;br /&gt;
&lt;br /&gt;
Import to SL &lt;br /&gt;
&lt;br /&gt;
== Video tutorial ==&lt;br /&gt;
&#039;&#039;&#039;Importing an Arch&#039;&#039;&#039;&lt;br /&gt;
{{KBvideo|5KlPvhx_0Ao|640|505|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
== Best practices ==&lt;br /&gt;
&#039;&#039;&#039;[http://blogs.secondlife.com/thread/19961?tstart=0 Forum thread on SketchUp best practices]&#039;&#039;&#039;&lt;br /&gt;
[http://blogs.secondlife.com/message/534620#52163 Another thread on exporting from SketchUp to Second Life]&lt;br /&gt;
=== Bones and rigging ===&lt;br /&gt;
&lt;br /&gt;
=== Gotchas and workarounds ===&lt;br /&gt;
&lt;br /&gt;
=== Optimization techniques ===&lt;br /&gt;
&lt;br /&gt;
== Tutorial links ==&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Content_Creation,_Mesh_Import,_Scripting_User_Group&amp;diff=1144241</id>
		<title>Content Creation, Mesh Import, Scripting User Group</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Content_Creation,_Mesh_Import,_Scripting_User_Group&amp;diff=1144241"/>
		<updated>2011-05-22T14:25:45Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User Group Page&lt;br /&gt;
|purpose=&lt;br /&gt;
Although the header says &amp;quot;Content Creation/Mesh Import/Scripting&amp;quot;, currently topics are focused on anything related to the mesh import project. Feature requests, bug reports, design feedback, questions, comments, or example content are welcome.&lt;br /&gt;
&lt;br /&gt;
Priority will be given to topics that are posted in advance and are relevant to the goals of the office hour. Feel free to include relevant links to JIRA or wiki pages. &lt;br /&gt;
&lt;br /&gt;
|date-time= &lt;br /&gt;
Mondays at Noon in Pacific time (SL standard time)&lt;br /&gt;
&lt;br /&gt;
Next meeting scheduled for: &#039;&#039;&#039;May 23, 2011&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|location= &lt;br /&gt;
[secondlife://Aditi/secondlife/MeshHQ%201/251/250/24 Mesh HQ on Aditi]&lt;br /&gt;
|team=&lt;br /&gt;
Charlar Linden, Nyx Linden, and Runitai Linden. Please contact one of us if you are unsure if your topic is relevant or appropriate.&lt;br /&gt;
|agenda=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please add topics below &#039;&#039;&#039;prior to 11:50 AM&#039;&#039;&#039;. Also, please put your SL name down so we can follow up if we have questions. Thanks!&lt;br /&gt;
# What are the status and plans for offet pivots? In particular (a) Was the AssetPivot mechanism removed because of physics shape not being offset? (b) Is it still likely/possible that some pivot offset mechanism will be implemented before release? [Drongle McMahon]&lt;br /&gt;
# Has the asset format change that will require re-uploading our models happened yet.  If not, when is it expected?[DanielRavenNest Noe]&lt;br /&gt;
# please add your agenda items here&lt;br /&gt;
&lt;br /&gt;
|archive=&lt;br /&gt;
* [[Content Creation, Mesh Import, Scripting User Group/Archive]]&lt;br /&gt;
*   [[User:Nyx_Linden/Mesh_Office_Hours_Agenda_Archive|Older archives]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Mesh]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Content_Creation,_Mesh_Import,_Scripting_User_Group&amp;diff=1144240</id>
		<title>Content Creation, Mesh Import, Scripting User Group</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Content_Creation,_Mesh_Import,_Scripting_User_Group&amp;diff=1144240"/>
		<updated>2011-05-22T14:25:18Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User Group Page&lt;br /&gt;
|purpose=&lt;br /&gt;
Although the header says &amp;quot;Content Creation/Mesh Import/Scripting&amp;quot;, currently topics are focused on anything related to the mesh import project. Feature requests, bug reports, design feedback, questions, comments, or example content are welcome.&lt;br /&gt;
&lt;br /&gt;
Priority will be given to topics that are posted in advance and are relevant to the goals of the office hour. Feel free to include relevant links to JIRA or wiki pages. &lt;br /&gt;
&lt;br /&gt;
|date-time= &lt;br /&gt;
Mondays at Noon in Pacific time (SL standard time)&lt;br /&gt;
&lt;br /&gt;
Next meeting scheduled for: &#039;&#039;&#039;May 23, 2011&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|location= &lt;br /&gt;
[secondlife://Aditi/secondlife/MeshHQ%201/251/250/24 Mesh HQ on Aditi]&lt;br /&gt;
|team=&lt;br /&gt;
Charlar Linden, Nyx Linden, and Runitai Linden. Please contact one of us if you are unsure if your topic is relevant or appropriate.&lt;br /&gt;
|agenda=&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please add topics below &#039;&#039;&#039;prior to 11:50 AM&#039;&#039;&#039;. Also, please put your SL name down so we can follow up if we have questions. Thanks!&lt;br /&gt;
# What are the status and plans for offet pivots? In particular (a) Was the AssetPivot mechanism removed because of physics shape not being offset? (b) Is it still likely/possible that some pivot offset mechanism will be implemented before release? [Drongle McMahon]&lt;br /&gt;
# Has the asset format change that will require re-uploading our models happened yet.  If not, when is it expected?&lt;br /&gt;
# please add your agenda items here&lt;br /&gt;
&lt;br /&gt;
|archive=&lt;br /&gt;
* [[Content Creation, Mesh Import, Scripting User Group/Archive]]&lt;br /&gt;
*   [[User:Nyx_Linden/Mesh_Office_Hours_Agenda_Archive|Older archives]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Mesh]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_3ds_Max&amp;diff=1136866</id>
		<title>Mesh/Exporting a mesh from 3ds Max</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh/Exporting_a_mesh_from_3ds_Max&amp;diff=1136866"/>
		<updated>2011-03-07T13:21:20Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox/Mesh}}&lt;br /&gt;
== Software Setup ==&lt;br /&gt;
&lt;br /&gt;
Recent versions of 3ds Max have the Autodesk Collada Exporter included in the software.  For older versions or as an alternative, you can get the OpenCollada plugin from the&lt;br /&gt;
[http://opencollada.org/download.html OpenCOLLADA Download Page] or [http://code.google.com/p/opencollada/downloads/list OpenCollada project page].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: Even using the latest version of 3ds Max (2011 at time to write this), you need update your Autodesk Collada Exporter if you want export your meshes properly without problems. The Autodesk Collada Exporter is included (and free to download) in the FBX Plug-ins. You can download the latest version from [http://autodesk.com/fbx Autodesk FBX page]. OpenCOLLADA can&#039;t export meshes for SL. The exported file lost the UV coordinates and can&#039;t be rigged, so use Autodesk Collada instead.&lt;br /&gt;
&lt;br /&gt;
== Basic workflow ==&lt;br /&gt;
=== Scale to meters ===&lt;br /&gt;
&lt;br /&gt;
One meter in 3D Studio Max converts to one meter in Second Life. In order for your model to upload with the expected scale, you will need to change Max&#039;s units to metric since it isn&#039;t the default unit settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To Set Up the Correct Scale for Your 3D Studio Max Scene:&lt;br /&gt;
&lt;br /&gt;
1. From the top drop down menu, select &amp;quot;Customize&amp;quot; --&amp;gt; &amp;quot;Units Setup...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2. In the &amp;quot;Units Setup&amp;quot; dialog box that appears, select &amp;quot;Metric&amp;quot; in the &amp;quot;Display Unit Scale&amp;quot; field. (At Default, Max has the units set to &amp;quot;Generic Units&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
3. Under Metric you can choose between millimeters, centimeters, meters, and kilometers via a drop down menu.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Which metric system you would like to use depends on what you&#039;re creating. So long as you’re working in metric units, any metric system you choose to work in will upload equally in Second Life. Choosing meters should ideally work for most mesh creations for Second Life. If you are working on very small meshes like jewelery, choosing centimeters may prove more helpful.&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. Click on the button &amp;quot;System Unit Setup&amp;quot; in the &amp;quot;Units Setup&amp;quot; dialog box&lt;br /&gt;
&lt;br /&gt;
5. In the &amp;quot;System Unit Setup&amp;quot; dialog box that appears, you&#039;ll probably see the following: &amp;quot;1 Unit = 1.0 Inches&amp;quot; as this is the default setting. Select the drop down menu for &amp;quot;Inches&amp;quot; and select a metric unit instead. For example: If you&#039;re using meters for the Display Unit Scale, select Centimeters to replace Inches here.&lt;br /&gt;
&lt;br /&gt;
=== Create a box (or monkey or teapot or hippo) ===&lt;br /&gt;
=== Reduce polygons ===&lt;br /&gt;
Keeping Track of Your Triangle Count&lt;br /&gt;
&lt;br /&gt;
3D Studio Max has a utility that can keep a count of how many triangles or polygons you have in a selected object. This will be useful during the process of either cutting down or bulking up your model’s topology for your High, Medium, Low, and Lowest LODs meshes. &lt;br /&gt;
&lt;br /&gt;
Adding the Utility “Polygon Counter” to Max’s (vers.2010) Default List of Utilities:&lt;br /&gt;
&lt;br /&gt;
1. Go to the Command Panel and click on the “Utilities” (The Hammer) Tab.&lt;br /&gt;
&lt;br /&gt;
2. Click on “Config Button Sets” Button - it is the button to the right of the “Sets” Button&lt;br /&gt;
&lt;br /&gt;
3. In the “Config Button Sets” dialog box, there is a drop down menu for “Total Buttons”. 3D Studio Max 2010’s default list is set to 9 buttons. Bump the number up to ten. When you scroll down the right “Utilities” column, there will be a new blank button added to this list.&lt;br /&gt;
&lt;br /&gt;
4. Find the utility named “Polygon Counter” under Max Standard in the left “Utilities” column. Click and drag “Polygon Counter” to the new blank button you just added. Click OK or Save the list as a new utility set and this will add the Polygon Counter Utility to the commonly used list of utilities in the Utilities Tab.&lt;br /&gt;
&lt;br /&gt;
The Polygon Counter utility counts either triangles or polygons in a selected object(s) and it also gives a tally for all geometry in the scene. For the purposes of creating for Second Life, you will want to keep the count type set as “Count Triangles”. The Budget fields are values you can set yourself. It represents the maximum number of triangles/polygons you’ve allotted yourself for a model or a scene of models. Setting a Triangle/Polygon Budget will not affect your model if you go over budget.&lt;br /&gt;
&lt;br /&gt;
=== UV texture Mapping ===&lt;br /&gt;
Part 1 http://www.youtube.com/watch?v=vUUhOCEujUI&lt;br /&gt;
Part 2 http://www.youtube.com/watch?v=AApNZtlhei8&lt;br /&gt;
Part 3 http://www.youtube.com/watch?v=9DjqFpS6Nw8&lt;br /&gt;
=== Apply textures ===&lt;br /&gt;
&lt;br /&gt;
=== Export to COLLADA ===&lt;br /&gt;
Before you export your mesh, make sure that it doesn’t have any stray vertices, overlapping edges, or ngons (polygons that have more than four vertices). These will either cause unexpected visual results in Second Life or worse, the mesh will fail to upload entirely.&lt;br /&gt;
&lt;br /&gt;
Once that’s done, select the mesh and...&lt;br /&gt;
&lt;br /&gt;
1. Go to File --&amp;gt; Export --&amp;gt; Export Selected&lt;br /&gt;
&lt;br /&gt;
2. Select the directory you wish to save the exported .dae file and create a name for it.&lt;br /&gt;
&lt;br /&gt;
3. In the “Save as type:” drop down menu, select “Autodesk Collada (.DAE)”. &lt;br /&gt;
Note: If you are using an older version of Max that does not have this file type available, you will need to download the [http://www.opencollada.org/download.html OpenCollada Plugin] and select “OpenCOLLADA (.DAE)” from the menu list.&lt;br /&gt;
&lt;br /&gt;
4. Autodesk Collada export will open a FBX Export dialog box. You shouldn’t need to change much to the default settings. If you’re exporting a skinned mesh, make sure “Animation” and “Deformations” are checked off. For all meshes, make sure that the “Up Axis” is set to “Z-up”. If the axis isn’t set to Z-up, the mesh axis(and the rig data) will be flipped on its side and/or rotated in Second Life. This will wreak havoc on a skinned mesh.&lt;br /&gt;
&lt;br /&gt;
=== Import to SL ===&lt;br /&gt;
&lt;br /&gt;
== Best practices ==&lt;br /&gt;
&lt;br /&gt;
[NOTE: All these links need to be updated because of the Forum software changing, and the threads being archived]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://blogs.secondlife.com/thread/19949?tstart=0 Forum thread on 3ds Max best practices]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://blogs.secondlife.com/thread/47047?tstart=0 Forum request for input on debugging 3ds Max import workflow]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://blogs.secondlife.com/message/475283#44993 Another forum thread on exporting a rigged mesh from 3ds Max]&lt;br /&gt;
&lt;br /&gt;
[http://blogs.secondlife.com/thread/41775?tstart=0 Forum thread on UVW mapping, mostly about 3ds Max]&lt;br /&gt;
&lt;br /&gt;
[http://blogs.secondlife.com/message/456551 Forum thread on texturing in Max and uploading to Second Life]&lt;br /&gt;
&lt;br /&gt;
=== Bones and rigging ===&lt;br /&gt;
&lt;br /&gt;
=== Gotchas and workarounds ===&lt;br /&gt;
&lt;br /&gt;
=== Optimization techniques ===&lt;br /&gt;
&lt;br /&gt;
== Tutorial links ==&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Template:Navbox/Mesh&amp;diff=1136865</id>
		<title>Template:Navbox/Mesh</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Template:Navbox/Mesh&amp;diff=1136865"/>
		<updated>2011-03-07T12:33:19Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox|&lt;br /&gt;
|title=[[:Category:Mesh|Mesh help topics]]&lt;br /&gt;
|content=&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
:[[Mesh/News|What&#039;s new?]]&lt;br /&gt;
:[[Mesh/What is mesh?|What is mesh?]]&lt;br /&gt;
:[[Mesh/Costs and fees|Mesh costs and fees]]&lt;br /&gt;
:[[Mesh/Mesh physics|Mesh physics]]&lt;br /&gt;
&#039;&#039;&#039;Uploading a mesh&#039;&#039;&#039;&lt;br /&gt;
:[[Mesh/Setup|Setup]]&lt;br /&gt;
:[[Mesh/Uploading a simple mesh|Uploading a simple mesh]]&lt;br /&gt;
:[[Mesh/Uploading a multi-face mesh|Uploading a multi-face mesh]]&lt;br /&gt;
:[[Mesh/Uploading and wearing a rigged mesh|Uploading and wearing a rigged mesh]]&lt;br /&gt;
:[[Mesh/Decomposing a mesh for physics shape|Decomposing a mesh for physics shape]]&lt;br /&gt;
:[[Mesh/Advanced mesh upload|Advanced mesh upload]]&lt;br /&gt;
&#039;&#039;&#039;Creating a mesh to upload&#039;&#039;&#039;&lt;br /&gt;
:[[Mesh/Creating a mesh|Overview]]&lt;br /&gt;
:[[Mesh/Troubleshooting|Troubleshooting]]&lt;br /&gt;
:[[Mesh/Exporting a mesh from 3ds Max|3ds Max]]&lt;br /&gt;
:[[Mesh/Exporting a mesh from Blender|Blender]]&lt;br /&gt;
:[[Mesh/Exporting a mesh from Kanae project tools|Kanae project tools]]&lt;br /&gt;
:[[Mesh/Exporting a mesh from Maya|Maya]]&lt;br /&gt;
:[[Mesh/Exporting a mesh from SketchUp|SketchUp]]&lt;br /&gt;
:[[Mesh/Exporting a mesh from ZBrush|ZBrush]]&lt;br /&gt;
:[[Mesh/Exporting a mesh from other tools|Other tools]]&lt;br /&gt;
&#039;&#039;&#039;Support&#039;&#039;&#039;&lt;br /&gt;
:[[Mesh/Support_overview|Overview]]&lt;br /&gt;
:[[Mesh/FAQs|Mesh FAQs]]&#039;&#039;&#039;&lt;br /&gt;
:[http://community.secondlife.com/t5/Mesh/bd-p/Mesh Mesh forum]&lt;br /&gt;
:[[Mesh/Report a bug or request a feature|Report a bug or request a feature]]&lt;br /&gt;
:[[Mesh/Office hours|Office hours]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Mesh]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:KB Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/3DS_Max_Walkthrough&amp;diff=1061883</id>
		<title>Mesh/3DS Max Walkthrough</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh/3DS_Max_Walkthrough&amp;diff=1061883"/>
		<updated>2010-10-13T22:53:50Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Software Setup ==&lt;br /&gt;
&lt;br /&gt;
Recent versions of 3ds Max have the Autodesk Collada Exporter included in the software.  For older versions or as an alternative, you can get the OpenCollada plugin from the&lt;br /&gt;
[http://opencollada.org/download.html OpenCOLLADA Download Page] or [http://code.google.com/p/opencollada/downloads/list OpenCollada project page].&lt;br /&gt;
&lt;br /&gt;
== Basic workflow ==&lt;br /&gt;
=== Create a box (or monkey or teapot or hippo) ===&lt;br /&gt;
=== Reduce polygons ===&lt;br /&gt;
=== Apply textures ===&lt;br /&gt;
=== Scale to meters ===&lt;br /&gt;
=== Export to COLLADA ===&lt;br /&gt;
=== Import to SL ===&lt;br /&gt;
&lt;br /&gt;
== Bones and rigging ==&lt;br /&gt;
&lt;br /&gt;
== Gotchas and Workarounds ==&lt;br /&gt;
&lt;br /&gt;
== Tutorial links ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mesh]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/Creating_a_mesh&amp;diff=1061583</id>
		<title>Mesh/Creating a mesh</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh/Creating_a_mesh&amp;diff=1061583"/>
		<updated>2010-10-13T20:22:33Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox/Mesh_QSG}}&lt;br /&gt;
&lt;br /&gt;
Mesh models must be created outside Second Life using a third-party 3D modeling tool.  If you&#039;re a seasoned content creator, you may already be familiar with [http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&amp;amp;id=13567410 3D Studio], [http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&amp;amp;id=13577897 Maya], [http://www.blender.org/ Blender], or other popular professional tools; Google&#039;s [http://sketchup.google.com/ SketchUp] also provides a low barrier to entry for aspiring 3D modelers.  Any 3D modeling software will work, as long as it can output models in [http://en.wikipedia.org/wiki/Collada COLLADA] (&#039;&#039;.dae&#039;&#039;) format.&lt;br /&gt;
&lt;br /&gt;
A list of software that has COLLADA support can be found at [http://www.collada.org/mediawiki/index.php/Portal:Products_directory COLLADA.org Products Directory]&lt;br /&gt;
A very extensive list of 3d software can be found at [http://www.3dlinks.com/ 3Dlinks.com] under the software section.  Which of either the COLLADA or 3Dlinks items&lt;br /&gt;
will work with Second Life is not known, but at least it is a starting point to look.&lt;br /&gt;
&lt;br /&gt;
To learn more about some of the available 3D modeling tools, visit the [[Sculpted_Prims:_3d_Software_Guide|3D software guide]] created for use with [[Sculpted prims|sculpted prims]].  Most of the tools that work for sculpted prims should work with mesh, as long as they can export models in COLLADA format.&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
* For the best results, first try outputting individual models before trying whole 3D scenes. &lt;br /&gt;
* If you already have a library of 3D models and need a way to convert them to COLLADA format, try [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855#section7 Autodesk&#039;s FBX Converter] (our preferred converter) or [http://meshlab.sourceforge.net/ MeshLab].&lt;br /&gt;
&lt;br /&gt;
{{KBnote|If you use FBX converter, you may need to convert your models to an intermediate format, then to DAE, depending on the original format.}}&lt;br /&gt;
&lt;br /&gt;
===Specific Software Tips===&lt;br /&gt;
&lt;br /&gt;
====Autodesk 3ds Max====&lt;br /&gt;
&lt;br /&gt;
Tests of moderate complexity models worked with the following conditions:&lt;br /&gt;
&lt;br /&gt;
- 3ds Max 2010 with Connection Extension and OpenCOLLADA plugin.&lt;br /&gt;
&lt;br /&gt;
- Object was Editable Poly, with other items removed (dummy objects, lights, rigging, etc)&lt;br /&gt;
&lt;br /&gt;
- Units was Metric cm&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mesh]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh/Creating_a_mesh&amp;diff=1061573</id>
		<title>Mesh/Creating a mesh</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh/Creating_a_mesh&amp;diff=1061573"/>
		<updated>2010-10-13T20:22:14Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox/Mesh_QSG}}&lt;br /&gt;
&lt;br /&gt;
Mesh models must be created outside Second Life using a third-party 3D modeling tool.  If you&#039;re a seasoned content creator, you may already be familiar with [http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&amp;amp;id=13567410 3D Studio], [http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&amp;amp;id=13577897 Maya], [http://www.blender.org/ Blender], or other popular professional tools; Google&#039;s [http://sketchup.google.com/ SketchUp] also provides a low barrier to entry for aspiring 3D modelers.  Any 3D modeling software will work, as long as it can output models in [http://en.wikipedia.org/wiki/Collada COLLADA] (&#039;&#039;.dae&#039;&#039;) format.&lt;br /&gt;
&lt;br /&gt;
A list of software that has COLLADA support can be found at [http://www.collada.org/mediawiki/index.php/Portal:Products_directory COLLADA.org Products Directory]&lt;br /&gt;
A very extensive list of 3d software can be found at [http://www.3dlinks.com/ 3Dlinks.com] under the software section.  Which of either the COLLADA or 3Dlinks items&lt;br /&gt;
will work with Second Life is not known, but at least it is a starting point to look.&lt;br /&gt;
&lt;br /&gt;
To learn more about some of the available 3D modeling tools, visit the [[Sculpted_Prims:_3d_Software_Guide|3D software guide]] created for use with [[Sculpted prims|sculpted prims]].  Most of the tools that work for sculpted prims should work with mesh, as long as they can export models in COLLADA format.&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
* For the best results, first try outputting individual models before trying whole 3D scenes. &lt;br /&gt;
* If you already have a library of 3D models and need a way to convert them to COLLADA format, try [http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;amp;id=10775855#section7 Autodesk&#039;s FBX Converter] (our preferred converter) or [http://meshlab.sourceforge.net/ MeshLab].&lt;br /&gt;
&lt;br /&gt;
{{KBnote|If you use FBX converter, you may need to convert your models to an intermediate format, then to DAE, depending on the original format.}}&lt;br /&gt;
&lt;br /&gt;
===Specific Software Tips===&lt;br /&gt;
&lt;br /&gt;
====Autodesk 3ds Max====&lt;br /&gt;
&lt;br /&gt;
Tests of moderate complexity models worked with the following conditions:&lt;br /&gt;
&lt;br /&gt;
- 3ds Max 2010 with Connection Extension and OpenCOLLADA plugin.&lt;br /&gt;
- Object was Editable Poly, with other items removed (dummy objects, lights, rigging, etc)&lt;br /&gt;
- Units was Metric cm&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mesh]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=None_None&amp;diff=790422</id>
		<title>None None</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=None_None&amp;diff=790422"/>
		<updated>2010-03-06T23:02:11Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[User&#039;s Manual|Second Life User&#039;s Manual Click Here]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=None_None&amp;diff=777652</id>
		<title>None None</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=None_None&amp;diff=777652"/>
		<updated>2010-03-02T14:55:13Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: Undo revision 777642 by DanielRavenNest Noe (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[User&#039;s Manual]]&lt;br /&gt;
&lt;br /&gt;
Second Life User&#039;s Manual - click here&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=None_None&amp;diff=777642</id>
		<title>None None</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=None_None&amp;diff=777642"/>
		<updated>2010-03-02T14:54:37Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Second Life User&#039;s Manual - click here&lt;br /&gt;
&lt;br /&gt;
#REDIRECT [[User&#039;s Manual]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=None_None&amp;diff=777632</id>
		<title>None None</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=None_None&amp;diff=777632"/>
		<updated>2010-03-02T14:54:02Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: Redirected page to User&amp;#039;s Manual&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[User&#039;s Manual]]&lt;br /&gt;
&lt;br /&gt;
Second Life User&#039;s Manual - click here&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Support&amp;diff=726323</id>
		<title>Support</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Support&amp;diff=726323"/>
		<updated>2010-02-11T19:58:53Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Viewer=*}}&lt;br /&gt;
{{GettingStartedNav}}&lt;br /&gt;
{{LeftToc}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Page is Under Construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is no doubt that Second Life is complicated.  It is also under constant development.  So where do you go when you have questions or something goes wrong?  This page attempts to point you in the right direction and answer some of the more common issues.  It is part of the [[User&#039;s Manual]], so for information about what all the menus and windows in the Viewer software do, use the navigation box to the right.&lt;br /&gt;
&lt;br /&gt;
==== Official Linden Lab Support ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Problems with your Account&#039;&#039;&#039; - You can go to the &#039;&#039;&#039;[http://secondlife.com/support Support Portal]&#039;&#039;&#039; web page to submit a support ticket, contact live chat (for Premium members), or telephone support numbers to call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://secondlife.com/kb The Knowledge Base]&#039;&#039;&#039; - This is a set of articles written by Linden Lab staff.&lt;br /&gt;
&lt;br /&gt;
==== Help from Other Residents ====&lt;br /&gt;
&lt;br /&gt;
At last count there were 403 Linden accounts, and there are about 750,000 resident accounts who log in regularly. Therefore by sheer force of numbers, the residents have a lot of accumulated knowledge.  Often the quickest and easiest way to answer a question or get help is from a more experienced user.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Newcomer Places and Groups&#039;&#039;&#039; - There are some special places and groups set up for helping new Residents. You can use the &#039;&#039;&#039;Search &amp;gt; Places&#039;&#039;&#039; tab with the &#039;&#039;&#039;Category&#039;&#039;&#039; dropdown list set to &#039;&#039;&#039;Newcomer Friendly&#039;&#039;&#039;, or visit one of the following:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;[http://maps.secondlife.com/index.php?q=New+Citizens&amp;amp;s=Places New Citizens Incorporated]&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://forums.secondlife.com/ Second Life Forums]&#039;&#039;&#039; - The Second Life Forums were switched from vBulletin to Clearspace software on 10 Feb 2010.  At the present time old posts are unavailable.  New instructions on how to use the Forums should appear in the &#039;&#039;&#039;[[Second_Life_Forums]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
The old forums have existed since the origin of Second Life, when the archive returns (location TBD), try using the search function to see if your question has been discussed before, likely it has.&lt;br /&gt;
&lt;br /&gt;
==== Common Problems While Logged In: ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It&#039;s Very Slow or Locks Up&#039;&#039;&#039; - This may be due to a number of causes.  Second Life uses a lot of your computer&#039;s capacity to run, since it has to generate the 3D view constantly.  See the article on &#039;&#039;&#039;[[Lag]]&#039;&#039;&#039; for more information.&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Second_Life_Forums&amp;diff=726313</id>
		<title>Second Life Forums</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Second_Life_Forums&amp;diff=726313"/>
		<updated>2010-02-11T19:42:44Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help&lt;br /&gt;
|Communication=*&lt;br /&gt;
}}&lt;br /&gt;
{{hint|mode=warning|desc=Never give your Second Life Password to ANYONE, Linden Lab Employees will never ask you for it. Make sure it is hard to guess, and kept secret. If someone has your password they have access to yous friends list, groups, Inventory, Linden Dollar Balance and any Payment Info and Real Life Money on your account. Keep your Account SAFE!}}&lt;br /&gt;
&lt;br /&gt;
== NOTE: THIS PAGE IS IN NEED OF MAJOR REVISION DUE TO THE CHANGE IN FORUM SOFTWARE ON 10 FEB 2010, PLEASE HELP UPDATE IT ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Second Life Forums are a great way to Communicate with other Residents, and also a way to get support from other residents.  To get Linden support go to [https://support.secondlife.com support.secondlife.com] instead and file a support ticket.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Who can access the Forums? ==&lt;br /&gt;
To access the Forums you must be logged into the [http://www.secondlife.com/ Second Life Website], and must have logged into Second Life, InWorld at least once with your account. &lt;br /&gt;
Free/Basic Accounts can only access the Second Life Forums IF you have Payment info Used or Payment info on File. Premium and Concierge Customers can Access the Forums.&lt;br /&gt;
&lt;br /&gt;
== How do I have Payment info Used? ==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a Basic/Free account holder, then you must have Payment info on File or Payment info Used to access the Forums, to do this;&lt;br /&gt;
&lt;br /&gt;
Log in to [http://www.secondlife.com http://www.secondlife.com]&lt;br /&gt;
&lt;br /&gt;
Click &#039;My Account&#039; (Top right)&lt;br /&gt;
&lt;br /&gt;
Select &#039;Update Payment Method&#039;&lt;br /&gt;
&lt;br /&gt;
Enter your Card Details, and select update. If you don&#039;t use any functions that require your card to be charged, then no money will be taken from your account.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Why do I have to Log into Second Life at least once to access the Forums?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is to prevent spam and abuse on the Forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Why do I have to have Payment info on File or Payment info Used on my account, if I am a Basic/Free Account Holder?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is also a way to prevent Spam and Abuse on the Forums, and helps to prevent people from creating Free accounts to spam the Second Life Forums.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What should I do if I can&#039;t log in?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make sure you have Logged into Second Life at least once, and that you are logged into the Second Life Web Site, Make sure you have Valid Payment Info on File (Check by going to My account) Try changing your password, clearing your cookies and cache and Logging into the Second Life Web Site. If this fails, contact support (Premium Users)&lt;br /&gt;
&lt;br /&gt;
== Alternative Forums ==&lt;br /&gt;
{{old-info}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Here&#039;s a List of Alternative Forums, these are Resident Run and &#039;&#039;&#039;NOT&#039;&#039;&#039; affiliated or Endorsed by Linden Lab.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;feel free to add your forums here if you have one&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Rezzed Net - http://www.rezzed.net/&lt;br /&gt;
* ZweitesLeben.net - http://www.zweitesleben.net (German SL-Forum)&lt;br /&gt;
* SLinside.com - http://forum.slinside.com (German Second Life Forum)&lt;br /&gt;
* GeekSheep.com - http://geeksheep.com - Second Life Forum (English)&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Inventory&amp;diff=682443</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Inventory&amp;diff=682443"/>
		<updated>2009-12-08T17:22:37Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help |Avatar=*|Object=*|Misc=*|Glossary=*}}&lt;br /&gt;
{{GettingStartedNav}}&lt;br /&gt;
&lt;br /&gt;
{{Otheruses4‎|the inventory|[[LSL]] related information|:Category:LSL Inventory|opensource|Inventory OS}}&lt;br /&gt;
&lt;br /&gt;
{{LeftToc}}&lt;br /&gt;
&lt;br /&gt;
===Inventory Basics===&lt;br /&gt;
&lt;br /&gt;
Your Inventory is the collection of all the stored Second Life items that you own or have access to.  It does not include items actively placed within the 3D world, but it does include items attached to your avatar.  There are numerous types of items, listed below.&lt;br /&gt;
&lt;br /&gt;
The original copy of your inventory is stored in the Second Life database.  A copy of the item list is downloaded to your computer and saved in the cached data for the software.  Occasionally the cached copy gets corrupted, and clearing cache and downloading it again usually fixes the problem.&lt;br /&gt;
&lt;br /&gt;
Your inventory travels with you, and you have full access to everything in it as long as you are logged in, and the &amp;quot;Asset Database&amp;quot; is not overloaded or working improperly. In that case, using your items may be slow to access or they may be unavailable temporarily. The only way to see your inventory list is when you are logged in, so other users cannot see it or directly change it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is no fixed limit to inventory size, and no charge to hold an inventory, although extremely large inventory size (over 10,000 items) may slow performance due to size of the inventory list to download and use. Items may have identical names.  They are distinguished by a 32 hex chararcter (128 bit) UUID number.  The inventory list will last as long as your account is in good standing.&lt;br /&gt;
&lt;br /&gt;
Items are added to your inventory list when:&lt;br /&gt;
&lt;br /&gt;
* You buy something while logged in&lt;br /&gt;
* You buy something from a website such as [http://www.xstreetsl.com/ XStreet SL] which is then delivered to you&lt;br /&gt;
* You have an &#039;&#039;&#039;Object Contents&#039;&#039;&#039; window open and click &#039;&#039;&#039;Copy to Inventory&#039;&#039;&#039;&lt;br /&gt;
* You touch or pass within range of an object which is scripted to deliver an item to you&lt;br /&gt;
* Another user sends you an item directly (if close enough to see), or via your profile.&lt;br /&gt;
* You take an item attached to a group notice.&lt;br /&gt;
{{KB Inventory}}&lt;br /&gt;
* You create a new item with the &#039;&#039;&#039;Inventory &amp;gt; Create&#039;&#039;&#039; menu&lt;br /&gt;
* You create a landmark using top menu &#039;&#039;&#039;World &amp;gt; Create Landmark Here&#039;&#039;&#039; item&lt;br /&gt;
* You take an object from the 3D world using &#039;&#039;&#039;Context Menu &amp;gt; Take/Take Copy&#039;&#039;&#039; commands&lt;br /&gt;
* You right click an item in inventory and use &#039;&#039;&#039;Copy/Paste&#039;&#039;&#039; context menu items&lt;br /&gt;
&lt;br /&gt;
Items are removed from your inventory list when:&lt;br /&gt;
&lt;br /&gt;
* You right click and select the &#039;&#039;&#039;Trash&#039;&#039;&#039; folder and empty it.  &#039;&#039;&#039;WARNING: This is permanent&#039;&#039;&#039;&lt;br /&gt;
* You right click an item in the &#039;&#039;&#039;Trash&#039;&#039;&#039; folder and purge it.  &#039;&#039;&#039;WARNING: This is permanent&#039;&#039;&#039;&lt;br /&gt;
* You move a no-copy item from inventory to another user, the 3D world, or the the contents of another object.&lt;br /&gt;
* Items are removed from the Asset Database by Linden Lab (usually for violations of Second Life rules)&lt;br /&gt;
* &#039;&#039;&#039;Note&#039;&#039;&#039; the inventory context menu &#039;&#039;&#039;Delete&#039;&#039;&#039; command only moves it into the &#039;&#039;&#039;Trash&#039;&#039;&#039; folder, it can still be retrieved from there.&lt;br /&gt;
&lt;br /&gt;
===The Inventory Window===&lt;br /&gt;
&lt;br /&gt;
Any of these methods can open the &#039;&#039;&#039;Inventory&#039;&#039;&#039; window. The window can be dragged, minimized, closed, or resized as needed.&lt;br /&gt;
&lt;br /&gt;
* Click the bottom toolbar &#039;&#039;&#039;Inventory&#039;&#039;&#039; button in the lower right corner of the screen&lt;br /&gt;
*[[Viewer menu]]: Top menubar &#039;&#039;&#039;View &amp;gt; Inventory&#039;&#039;&#039; item&lt;br /&gt;
*[[Shortcut Keys|Shortcut]]: {{KeyCombo|ctrl=*|I}} keyboard combination&lt;br /&gt;
* From an already open &#039;&#039;&#039;Inventory&#039;&#039;&#039; window, choosing the &#039;&#039;&#039;File &amp;gt; New Window&#039;&#039;&#039; menu item to open another inventory window.  Reasons to have more than one open are multiple searches or views for sorting, or making a screen snapshot of your inventory contents.&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Inventory.jpg|thumb|right|213pc|&#039;&#039;&#039;Inventory Window&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item Counter&#039;&#039;&#039; - The top line of the window has a counter showing how many items are in your inventory.  If the counter is not showing, click the &#039;&#039;&#039;Recent Items&#039;&#039;&#039; tab or type anything in the white search box to activate it.  While downloading it will show a running count, and then the final total when it finishes.  The item count includes about 900 items in the public &#039;&#039;&#039;Library Folder&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Inventory Menu]]&#039;&#039;&#039; - There are three menus (File, Create, and Sort) which are described on a separate wiki page, along with the context menus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Search Entry Box&#039;&#039;&#039; - Typing any part of an item name will narrow the the inventory list to those items which match.  This quick search uses the local copy of the inventory list stored in your computer, so it has to be downloaded fully to work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All Items Tab&#039;&#039;&#039; - This shows all the items in your inventory, modified by any filters you may have set using the &#039;&#039;&#039;File &amp;gt; Show Filters&#039;&#039;&#039; sub-window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recent Items&#039;&#039;&#039; - This shows new items in your inventory, modified by any filters you may have set.  The recent items filter is separate from the all items filter.  By default, recent items shows items since your last logoff, but that can be changed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main Inventory List&#039;&#039;&#039; - This box lists your folders and items in a Windows Explorer-style hierarchical list, where subfolders are indented. The two top-level folders are &#039;&#039;&#039;My Inventory&#039;&#039;&#039; and &#039;&#039;&#039;Library&#039;&#039;&#039;.  Triangles to the left of any folder with contents can be clicked to open or close that folder, and a scroll bar will appear on the right when the list is longer than the window.&lt;br /&gt;
&lt;br /&gt;
You can create your own folders using the &#039;&#039;&#039;Create &amp;gt; New Folder&#039;&#039;&#039; menu item, or right click an existing folder and using the &#039;&#039;&#039;New Folder&#039;&#039;&#039; item. If you receive the entire contents of an object, a new folder will be created automatically at the level of a system folder, and have the same name as the source object.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;My Inventory&#039;&#039;&#039; - These are your personal items.  There are a set of system folders, which cannot be renamed or deleted, listed below.  They have icons over the folder icon.  System folders are where new single items will appear by default.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Library&#039;&#039;&#039; - The Library is a list of about 900 shared items of all types, which every user has access to.  The list cannot be changed or deleted, but items can be copied from the Library to your personal inventory, or used in the 3D view area. It contains the [[Default_Avatar_Designers|default avatars]] (one of which your started Second Life with) under the clothing folder. See also [[How does the Library work?]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Individual Items&#039;&#039;&#039; - Each item is listed on one line.  Item names may be up to 63 characters long.  Items currently worn or attached to your avatar or screen HUD are in bold, and have &#039;&#039;&#039;(worn)&#039;&#039;&#039; following the item name.  Items with restricted use permissions will have one or more of &#039;&#039;&#039;(no copy), (no modify), (no transfer)&#039;&#039;&#039; after the item name.&lt;br /&gt;
&lt;br /&gt;
Clicking any item will highlight it.  Right-click will open a &#039;&#039;&#039;[[Inventory_Menu#Inventory_Context_Menus|Context Menu]]&#039;&#039;&#039; that will change depending on the type of item.  Click-drag can be used move an inventory item in the following ways, release mouse button to drop it:&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Inventory Filter.jpg|thumb|right|144px|&#039;&#039;&#039;Inventory Filter Sub-WIndow&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* to move an item to another folder in the same window, &lt;br /&gt;
* move it between two open windows, &lt;br /&gt;
* give it to another avatar directly or through their profile (max of 42 items at a time)&lt;br /&gt;
* place it in the 3D world if you drag it to the ground&lt;br /&gt;
* wear or attach it to your avatar if you drag it to yourself&lt;br /&gt;
* add it to an open contents tab or window, or move from contents window to your inventory&lt;br /&gt;
* add it to the contents of a closed object which you are allowed to edit&lt;br /&gt;
* apply a texture to one surface of an object&lt;br /&gt;
&lt;br /&gt;
If the item is copyable, moving it outside the inventory list or your avatar will make a copy.  If it is not copyable, this will remove it from your inventory list.&lt;br /&gt;
&lt;br /&gt;
===Inventory Filter Window===&lt;br /&gt;
&lt;br /&gt;
This is opened by the &#039;&#039;&#039;File &amp;gt; Show Filters&#039;&#039;&#039; menu command.  There are check boxes for each category of items.  Unchecking the box will hide that category.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All&#039;&#039;&#039; - checks all boxes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;None&#039;&#039;&#039; - Unchecks all the boxes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Always Show Folders&#039;&#039;&#039; - Shows the folder structure regardless of whether any filtered items are shown.  Otherwise only folders with items showing are shown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since Logoff&#039;&#039;&#039; - If checked, narrows the filter to items added since you last logged off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hours/Days Ago&#039;&#039;&#039; - If non-zero values are entered, will filter items older than the time set instead of since last log off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close&#039;&#039;&#039; - Closes the window.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Item Properties ===&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Inventory Properties.jpg|thumb|right|314px|&#039;&#039;&#039;Inventory Item Properties Window&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
When an item is located in the 3D view, it&#039;s properties can be accessed by the [[Building Tools]].  When it is stored in your inventory, the Inventory Item Properties window will show and allow editing of some of them.  To open it, right-click on an item and select &#039;&#039;&#039;Context Menu &amp;gt; Properties&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; - Shows and allows entering the name of the inventory item.  Names do not have to be unique, although a good idea to avoid confusion.  They may be up to 63 characters long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; - Shows and allows editing additional description field for the item.  This description will appear in the Building tools windows, mouse hover for scripted and for sale items in the 3D view, and Search results if the item is set to show in search.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profile...&#039;&#039;&#039; - Button to open the Profile window for the Creator or Owner of the item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creator:&#039;&#039;&#039; - The original creator of the item with a unique UUID serial number.  Completely identical items, such as the default 0.5m plywood cubes, which are created by different users, will have different serial numbers and may list different creators.  Objects consisting of more than one primitive shape inherit the creator name from the &amp;quot;root prim&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner: - Lists the current owner of the item, which for something in your inventory list should be you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acquired:&#039;&#039;&#039; - The date and time the item entered your inventory list, apparently in local database time, which is not identical to Second Life PDT.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You Can:&#039;&#039;&#039; - Shows the use permissions you received with the item.  The original creator has all three boxes checked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Permissions Map&#039;&#039;&#039; - This line of letters is turned off by default, and is activated by the top menu &#039;&#039;&#039;Advanced &amp;gt; [[Debug Permissions]]&#039;&#039;&#039; item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Share with group&#039;&#039;&#039; - If checked and a group is set for the object, then when placed in the 3D view, allows any group member to edit it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allow anyone to copy&#039;&#039;&#039; - If checked, then when placed in the 3D view, any other user can take a copy of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Next owner can:&#039;&#039;&#039; - Sets the permissions/restrictions on use for the next user the item is transferred to.  &#039;&#039;&#039;Note: Changes to these settings only take effect once the item is placed in the 3D view (rezzed).  If it is transferred directly from inventory, the previous settings are used,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mark Item:&#039;&#039;&#039; - Allows setting the item for sale, and as the original (if bought, you will lose the item), or a copy, and for what price.  A price in the range of 0 (free) to 2,147,483,647 is allowed.  &lt;br /&gt;
&lt;br /&gt;
===Inventory Icons===&lt;br /&gt;
&lt;br /&gt;
Various icons on the left of the item names are used for different types of inventory items.&lt;br /&gt;
&lt;br /&gt;
====System Folders====&lt;br /&gt;
&lt;br /&gt;
The default location for storing new individual items you receive are the system folders.  Items can be moved anywhere in inventory afterwards.  The system folders cannot be renamed or deleted, and have symbols over the folder:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Icon&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_folder_animation.png]]&lt;br /&gt;
|[[Animation]]s Folder&lt;br /&gt;
|Default folder where animations will be stored once you created or received them.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_folder_bodypart.png]]&lt;br /&gt;
|[[Bodypart]]s Folder&lt;br /&gt;
|Default folder where bodyparts ([[skin]], [[hair]], [[eyes]]...) will be stored once you created or received them.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_folder_callingcard.png]]&lt;br /&gt;
|[[Calling Card]]s Folder&lt;br /&gt;
|Default folder where calling cards will be stored once you created or received them.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_folder_clothing.png]]&lt;br /&gt;
|[[Clothing]] Folder&lt;br /&gt;
|Default folder where clothing ([[pants]], [[skirt]]s, [[shirt]]s, ...) will be stored once you create or receive them.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_folder_gesture.png]]&lt;br /&gt;
|[[Gesture]]s Folder&lt;br /&gt;
|Default folder where gestures will be stored once you created or received them.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_folder_landmark.png]]&lt;br /&gt;
|[[Landmark]]s Folder&lt;br /&gt;
|Default folder where landmarkss will be stored once you created or received them.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_folder_lostandfound.png]]&lt;br /&gt;
|Lost and Found Folder&lt;br /&gt;
|Folder where returned items will be stored.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_folder_notecard.png]]&lt;br /&gt;
|[[Notecard]]s Folder&lt;br /&gt;
|Default folder where notecards will be stored once you created or received them.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_folder_object.png]]&lt;br /&gt;
|[[Object]]s Folder&lt;br /&gt;
|Default folder where objects will be stored once you created or received them.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_folder_snapshot.png]]&lt;br /&gt;
|[[Snapshot]]s Folder&lt;br /&gt;
|Default folder where snapshots will be stored once you created or received them.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_folder_script.png]]&lt;br /&gt;
|[[Script]]s Folder&lt;br /&gt;
|Default folder where scripts will be stored once you created or received them.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_folder_sound.png]]&lt;br /&gt;
|[[Sound]]s Folder&lt;br /&gt;
|Default folder where sounds will be stored once you uploaded or received them.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_folder_texture.png]]&lt;br /&gt;
|[[Texture]]s Folder&lt;br /&gt;
|Default folder where textures will be stored once you uploaded or received them.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_folder_trash.png]]&lt;br /&gt;
|[[Trash]]&lt;br /&gt;
|The trash stores all deleted items until it is emptied.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====User Folders====&lt;br /&gt;
&lt;br /&gt;
Folders created by you have plain folder icons:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Icon&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_folder_plain_closed.png]]&lt;br /&gt;
|Custom Folder&lt;br /&gt;
|A user generated folder. It looks like this when it&#039;s open: [[Image:Inv_folder_plain_open.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Body Parts====&lt;br /&gt;
&lt;br /&gt;
These four kinds of items form the core avatar.  Your avatar must be wearing one of each of these types at all times.  They cannot be removed, only replaced by another item of the same type.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Icon&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_skin.png]]&lt;br /&gt;
|[[Skin]]&lt;br /&gt;
|Contains the three textures that are applied to the surface of the avatar shape&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_shape.png]]&lt;br /&gt;
|[[Shape]]&lt;br /&gt;
|Defines the core mesh that gives an avatar it&#039;s shape&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_eyes.png]]&lt;br /&gt;
|[[Eyes]]&lt;br /&gt;
|Defines texture used for an avatars&#039; eyes.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_hair.png]]&lt;br /&gt;
|[[Hair]]&lt;br /&gt;
|Defines the built-in mesh hair of an avatar. This is low quality and has mostly been replaced by attached prim hair.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Avatar Clothing====&lt;br /&gt;
&lt;br /&gt;
These are worn directly from inventory and are applied to the surface of the avatar shape.  The three clothing layers plus skin are merged into a single &amp;quot;baked&amp;quot; image for viewing. They can be removed, but only one of each type may be worn at a time.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Icon&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_clothing.png]]&lt;br /&gt;
|[[Clothing]]&lt;br /&gt;
|Unspecified Clothing item (possibly created outside appearance mode)&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_gloves.png]]&lt;br /&gt;
|[[Gloves]]&lt;br /&gt;
|One item representing both gloves,&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_jacket.png]]&lt;br /&gt;
|[[Jacket]]&lt;br /&gt;
|Top of three torso layers&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_pants.png]]&lt;br /&gt;
|[[Pants]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_shirt.png]]&lt;br /&gt;
|[[Shirt]]&lt;br /&gt;
|Middle of three torso layers&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_shoes.png]]&lt;br /&gt;
|[[Shoes]]&lt;br /&gt;
|Defines foot shape for both feet, as well as default shoe texture.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_skirt.png]]&lt;br /&gt;
|[[Skirt]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_socks.png]]&lt;br /&gt;
|[[Socks]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_underpants.png]]&lt;br /&gt;
|[[Underpants]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_undershirt.png]]&lt;br /&gt;
|[[Undershirt]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Other Items====&lt;br /&gt;
&lt;br /&gt;
These are specialized types of items.  Only Objects may be attached to your avatar, and only Objects and Coalesced Objects may be placed in the 3D view.  Calling cards are not transferable.  The others may be included as part of an object&#039;s surface or contents, or as a notecard&#039;s contents.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Icon&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_animation.png]]&lt;br /&gt;
|[[Animation]]&lt;br /&gt;
|Animations are an imported sequence of positions for your [[avatar]] which can be played.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_attach.png]]&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_callingcard_offline.png]]&lt;br /&gt;
|[[Calling Card]] (offline)&lt;br /&gt;
|An item offered by another user which can be used to open a their profile.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_callingcard_online.png]]&lt;br /&gt;
|Calling Card (online)&lt;br /&gt;
|Can be used to open a [[Resident]]s profile or to invite him/her to a [[conference|friends conference]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_gesture.png]]&lt;br /&gt;
|[[Gesture]]&lt;br /&gt;
|A combination of sounds, animations and text chat, triggered by a shortcut or chat command&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_landmark.png]]&lt;br /&gt;
|[[Landmark]]&lt;br /&gt;
|Link to a location within the 3D world, and can be used to travel or find it.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_notecard.png]]&lt;br /&gt;
|[[Notecard]]&lt;br /&gt;
|Can contain simple text and/or other ([[Permissions_Explained|full perm]]) items.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_object_multi.png]]&lt;br /&gt;
|[[Video Tutorial/What are coalesced objects?|coalesced objects]]&lt;br /&gt;
|A set of objects grouped together when taken or returned, and preserving their relative locations.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_object.png]]&lt;br /&gt;
|[[Object]]&lt;br /&gt;
|Three dimensional object made of one or more &amp;quot;primitive shapes&amp;quot; (prims) and which can contain other items, and painted with one or more surface texture images.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_script.png]]&lt;br /&gt;
|[[Script]]&lt;br /&gt;
|Software scripts written in Linden Scripting Language (LSL).  When running inside an object in a map region, the server runs the script, which makes the object do things.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_snapshot.png]]&lt;br /&gt;
|[[Snapshot]]&lt;br /&gt;
|A texture created using a saved frame from the 3D view on your screen and uploaded to the Second Life database.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_sound.png]]&lt;br /&gt;
|[[Sound]]&lt;br /&gt;
|Sound clip in .wav format up to 10 seconds long, uploaded to the Second Life database.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Inv_item_texture.png]]&lt;br /&gt;
|[[Texture]]&lt;br /&gt;
|Image file uploaded to the Second Life database.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== See Also ====&lt;br /&gt;
* [[Video Tutorial/Fun with 2 Inventory windows]]&lt;br /&gt;
* [[Video Tutorial/More inventory management tips]]&lt;br /&gt;
* [[Video Tutorial/Saving objects back to your inventory]]&lt;br /&gt;
* [[Video Tutorial/Use Inventory filters]]&lt;br /&gt;
* [[Video Tutorial/Give inventory through Instant Message sessions]]&lt;br /&gt;
* [[Video Tutorial/Inventory goes to Trash when you&#039;re Busy]]&lt;br /&gt;
* [[New Inventory Inbox - Recent Items Tab]]&lt;br /&gt;
* [[Inventory Recovery Steps]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Group_Windows&amp;diff=682433</id>
		<title>Group Windows</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Group_Windows&amp;diff=682433"/>
		<updated>2009-12-08T17:17:30Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: Fix Navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Viewer=*}}&lt;br /&gt;
{{GettingStartedNav}}&lt;br /&gt;
{{LeftToc}}&lt;br /&gt;
&lt;br /&gt;
This page is part of the Second Life User&#039;s Manual, describing how the Viewer software works.  Please see the main [[User&#039;s Manual]] page as a starting point.  This page discusses the group-related floating windows.  for general information about groups in Second Life, see [[Group]].&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Contacts-Groups Tab.jpg|thumb|left|332px|&#039;&#039;&#039;Contacts Window - Groups Tab&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==== Contacts: Groups ====&lt;br /&gt;
&lt;br /&gt;
This tab of the &amp;quot;Communicate&amp;quot; floating window allows you to access your groups list and perform actions related to groups.  It is opened with the top menu &#039;&#039;&#039;View &amp;gt; Communicate&#039;&#039;&#039; item, then clicking on the groups tab.  The main part of the window lists the current groups you belong to.  Included in the list is &#039;none&#039; for when you want no group active.  You may belong to a maximum of 25 groups at one time, and underneath the list it will show how many you belong to currently.&lt;br /&gt;
&lt;br /&gt;
Clicking once on a group in the list will highlight it, after which the right side buttons will do the actions listed below.  Double clicking will open a group IM immediately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IM/Call&#039;&#039;&#039; - Opens a group Instant Message/Call tab to allow text or voice chat with group members who are online.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Info&#039;&#039;&#039; - Opens the Group Information window (described below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activate&#039;&#039;&#039; - Makes the selected group active.  This displays the active title for the group in the 3D view area over your avatar name.  Some land permissions and objects will only work if you have the proper group active.  Any objects you create while a group is active will have the group set on the item properties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leave&#039;&#039;&#039; - Remove yourself from a group&#039;s membership list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create&#039;&#039;&#039; - Opens a blank group information window to create a new group.  You can fill in the group title and charter.  You will then be asked if it is a mature group, and finally if you want to pay 100L$ to create the group.  Groups must have at least 2 members or they will be deleted in 48 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Search&#039;&#039;&#039; - Opens the &amp;quot;Search&amp;quot; window to the groups tab, so you can search for existing groups.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Group Information-General.jpg|thumb|left|377px|&#039;&#039;&#039;Group Information General Tab&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==== Group Information: General ====&lt;br /&gt;
&lt;br /&gt;
The Group Information window has a number of tabs showing information about the group and letting you do various group related actions.  The General tab is opened by default in one of the following ways:&lt;br /&gt;
&lt;br /&gt;
* With the top menu &#039;&#039;&#039;Edit &amp;gt; Groups...&#039;&#039;&#039; item, then highlight a group name, and click &#039;&#039;&#039;Info&#039;&#039;&#039; button&lt;br /&gt;
* Pointing at your avatar in the 3D view (or your name overhead), right-click &#039;&#039;&#039;Context Menu &amp;gt; Groups...&#039;&#039;&#039;, then &#039;&#039;&#039;Info&#039;&#039;&#039; button&lt;br /&gt;
* Pointing at your avatar, right click &#039;&#039;&#039;Context Menu &amp;gt; Profile...&#039;&#039;&#039; for the &amp;quot;Groups:&amp;quot; list for visible groups in your profile, then double click a group name.&lt;br /&gt;
* The bottom toolbar &#039;&#039;&#039;Communicate &amp;gt; Groups&#039;&#039;&#039; button/tab (if docked), then &#039;&#039;&#039;Info&#039;&#039;&#039; button&lt;br /&gt;
* The bottom toolbar &#039;&#039;&#039;^&#039;&#039;&#039; button, &#039;&#039;&#039;Contacts &amp;gt; Groups&#039;&#039;&#039; item/tab, then &#039;&#039;&#039;Info&#039;&#039;&#039; button&lt;br /&gt;
&lt;br /&gt;
The group name is shown at the top, followed by the original group founder&#039;s name.  The group insignia is a texture or snapshot you can select from your inventory by clicking the box.  You may also edit the Group charter if you are one of the group owners.  Both of these will show in search if the group is set to show in search.&lt;br /&gt;
&lt;br /&gt;
This tab lists the group owners (in bold), and publicly listed group members, their active title, and last login date.  The bottom section are group preferences you can set:&lt;br /&gt;
&lt;br /&gt;
* Show in Search - If checked, the group will be listed in the Search window, under the Groups tab.&lt;br /&gt;
* Open Enrollment - If checked, users may add themselves to the group membership, rather than by invitation only.&lt;br /&gt;
* Enrollment Fee - If checked, charges a fee to join the group&lt;br /&gt;
* Content Button - Determines which maturity level the group will appear under in search&lt;br /&gt;
* My Active Title - Lets you select among the titles attached to roles assigned to you which will be visible over your name.&lt;br /&gt;
* Receive group notices - If checked, you will receive notices.  They will appear immediately if you are logged in, or at your next login if not.&lt;br /&gt;
* List group in my profile - If checked, the group will appear in your profile for other users to see.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refresh&#039;&#039;&#039; - Group information is loaded when you open the window, but not updated as long as the window is open.  This button will reload the information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OK&#039;&#039;&#039; - Closes the window&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cancel&#039;&#039;&#039; - Closes the window and ignores any changes you have made&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply&#039;&#039;&#039; - Saves any changes you have made without closing the window&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Group Information-Members.jpg|thumb|left|379px|&#039;&#039;&#039;Group Information Members &amp;amp; Roles Tab&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==== Group Information: Members &amp;amp; Roles ====&lt;br /&gt;
&lt;br /&gt;
The Members and Roles tab shows the full list of group members, and their assigned roles and abilities. It has three sub-tabs for each of these items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Members Sub-Tab&#039;&#039;&#039; - This contains a text entry box which allows you to search a member by name. Entering any part of a name then clicking the &#039;&#039;&#039;Search&#039;&#039;&#039; button will narrow the list to those who match.  The &#039;&#039;&#039;Show All&#039;&#039;&#039; button will return to the full list.  The three column headers can each be clicked to sort the list in increasing or decreasing order.&lt;br /&gt;
&lt;br /&gt;
Clicking on a name will highlight it, and fill in the lower two boxes showing their assigned roles and allowed abilities.&lt;br /&gt;
If you have the power to change role assignments, you can check or uncheck boxes in the roles list.  This will change their allowed abilities according to what powers each role has been given. The &amp;quot;Everyone&amp;quot; role cannot be unchecked or deleted, and the &amp;quot;Owners&amp;quot; role always has all powers in the group.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Invite New Member...&#039;&#039;&#039;&#039;&#039; - Opens the Group Invitation floating window (see next section).  This allows you to send invitations to people to join the group, assuming you have that ability.  There is no set limit to a group size, though if it reaches into thousands, it has been known to cause problems with status and group chat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Eject From Group&#039;&#039;&#039;&#039;&#039; - If one or more names are highlighted in the member list, this button will remove them from the group.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Group Information-Roles.jpg|thumb|left|380px|&#039;&#039;&#039;Group Information Roles Tab&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roles Sub-Tab&#039;&#039;&#039; - This also has a text entry box to search the roles by name, although only a maximum of 10 roles may be created for a group, so it is not too useful.  Roles have both an internal name within the Information window, and a public title which is used over avatar names.  This tab shows both, and also the number of members assigned to each role.&lt;br /&gt;
&lt;br /&gt;
Clicking a role in the list will show the information about the role in the lower half of the tab.  This part of the tab will be greyed out if you are not allowed to edit it.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Create New Role...&#039;&#039;&#039; - This button creates a new role called &amp;quot;New Role&amp;quot;, with a blank title.  If you attempt to create more than 10 roles, an error message popup will appear on the top right corner of the screen.  Once the role is created, you can edit it&#039;s name, title, description, and allowed abilities.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Delete Role&#039;&#039;&#039; - If a role is highlighted, this button deletes it from the list.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Name, Title, and Description&#039;&#039;&#039; - Role names and titles may be duplicated, and are limited to 20 characters each.  The description can be 174 characters long, and is only visible to group members.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Assigned Members&#039;&#039;&#039; - When a role is highlighted, the members who have been assigned to that role are listed in the lower box.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Allowed Abilities&#039;&#039;&#039; - There are 45 separate abilities listed within groups, which lets you control in detail what each member can and cannot do within the group.  The assigned abilities are by role, and you can check and uncheck boxes which are not greyed out.  Owners always have full powers, so their abilities cannot be edited.  New roles are created with no powers to start with.  The &amp;quot;Everyone&amp;quot; role defaults to having some powers. &#039;&#039;&#039;Warning: Be cautious about assigning abilities until you understand what each one can do&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Members are Visible&#039;&#039;&#039; - This box controls which members in the group are publicly listed in the General tab by role.  Owners are always visible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities Sub Tab&#039;&#039;&#039; - This tab allows you to see a description of what each ability does, and which roles and members have the ability.  Descriptions are provided for the headings also. It does not allow editing, it is more of a cross reference.  The table below shows the default abilities and roles for new groups:&lt;br /&gt;
&lt;br /&gt;
[[File:Groups.jpg|750px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:v1.23 Group Information-Notice.jpg|thumb|left|380px|&#039;&#039;&#039;Group Information: Notices Tab&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==== Group Information: Notices ====&lt;br /&gt;
&lt;br /&gt;
Some group members have the power to send &amp;quot;Notices&amp;quot; to the entire group.  Notices are delivered immediately as a top right corner pop-up if you are logged in, and at your next login if you are not.  This tab displays a list of past notices for the previous two weeks.  They may be sorted by subject, sender, or date by clicking the list headers.  Highlighting a notice will show it&#039;s text message and attachment if any.  An example notice is shown below.  They are limited in length, and can contain a single item as an attachment.  A maximum of 200 notices per day per group may be sent.&lt;br /&gt;
&lt;br /&gt;
[[File:v1.23 Group Information-Notice Example.jpg|thumb|right|377px|&#039;&#039;&#039;Sample Notice&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:v1.23 Group Information-Proposal.jpg|thumb|left|379px|&#039;&#039;&#039;Group Information Proposal Tab&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==== Group Information: Proposals ====&lt;br /&gt;
&lt;br /&gt;
Some group members have the power to set up proposals to be voted on.  Votes within a group have no binding power on the group owners, they may still do whatever they wish. This tab lets you view currently open and past closed proposals, and to create new ones if you have the power to do so.&lt;br /&gt;
&lt;br /&gt;
Clicking the &#039;&#039;&#039;Create Proposal&#039;&#039;&#039; button will switch to the &amp;quot;Create Proposal&amp;quot; pane (shown below).  This will allow you to type in the text of the proposal, set the voting ratio required to pass, how many members must vote to complete the proposal, and how long the voting will remain open.&lt;br /&gt;
&lt;br /&gt;
[[File:v1.23 Group Information-Proposal Create.jpg|thumb|right|379px|&#039;&#039;&#039;Create Proposal Pane&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:v1.23 Group Information-Land.jpg|thumb|left|378px|&#039;&#039;&#039;Group Information Land Tab&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==== Group Information: Land ====&lt;br /&gt;
&lt;br /&gt;
Groups may own virtual land and receive money.  This tab lets you see information about the land and money for the group.  The upper portion shows land parcels owned by the group.  The following columns of information are sortable by clicking the headings:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parcel Name&#039;&#039;&#039; - This is the same as the name displayed at the top of the screen when you are standing on the land, or in the [[Land_Windows#About_Land|About Land]] floating window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Region&#039;&#039;&#039; - The map region name and X (east) and Y (north) coordinates in meters of the parcel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039; - Indicates the manager of the region: Linden Lab directly (Mainland) or a private estate owner (Estate) / and the region capacity for objects and avatars: Full (15,000obj/40-100av), Homestead (3,750/20), or Openspace (750/20).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Area&#039;&#039;&#039; - Size of the parcel in square meters.  For estate land the area is shown as 0/actual area.&lt;br /&gt;
&lt;br /&gt;
Clicking one of the items in the list will highlight it, and the &#039;&#039;&#039;Show on Map&#039;&#039;&#039; button will then open the &amp;quot;World Map&amp;quot; floating window to show it&#039;s location.&lt;br /&gt;
&lt;br /&gt;
Land fees for group-owned land are paid indirectly by the group members.  You are allowed a maximum amount of land use based on your monthly payment tier.  You can contribute some of this allowance to a group.  The total contributions then get a 10% group bonus to determine the maximum land holdings for the group.&lt;br /&gt;
&lt;br /&gt;
You can change your contribution at any time, and in any amount up to the limit of your current tier.  If the total contributions are less than the actual land owned by the group, the land is subject to being re-claimed by Linden Lab after 3 days.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Contribution:&#039;&#039;&#039; - The total area contributed by all group members, including the 10% bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Land in Use:&#039;&#039;&#039; - The total area currently used for which fees are required.  Estate land is not counted in this total since you pay fees indirectly through the estate owner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Land Available:&#039;&#039;&#039; - Contribution minus Land in use, or how much more land the group could add.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your Contribution:&#039;&#039;&#039; - The current contribution you have made (an edit box so you can change it), and the maximum you can contribute from your current allowance (total allowance, less other land holdings and group contributions).&lt;br /&gt;
&lt;br /&gt;
Money can be received by a group via selling land, or by group-owned objects.  A group can be charged for search listings. The lower part of this tab shows information about current and recent money for the group.  Group balances are distributed daily to members who have the ability to receive dividends (set in the members and roles tab above), and any expenses are collected from them.  Dividends and expenses are divided equally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:v1.23 Group Invitation.jpg|thumb|left|188px|&#039;&#039;&#039;Group Invitation Floating Window&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==== Group Invitation ====&lt;br /&gt;
&lt;br /&gt;
This window is opened by clicking the &#039;&#039;&#039;Group Information window &amp;gt; Members tab &amp;gt; Invite New Member... button&#039;&#039;&#039;.  It lets you make a list of users and invite them to join the group.  The &#039;&#039;&#039;Open Resident Chooser&#039;&#039;&#039; button will open a secondary window with a search box.  You can enter part of a name there, and then add it to this list.  &lt;br /&gt;
&lt;br /&gt;
Once you have chosen all the people to invite, you can choose from the available list of roles to add them to.  The default role is &amp;quot;Everyone&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
Clicking the &#039;&#039;&#039;Send Invitations&#039;&#039;&#039; button will send them.  Users can accept or decline the invitations.  If they are not online, the invite will appear when they next log in as a popup message in the top right corner of the screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:v1.23 Choose Resident.jpg|thumb|left|240px|&#039;&#039;&#039;Choose Resident Floating Window&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==== Choose Resident ====&lt;br /&gt;
&lt;br /&gt;
This is a sub-window opened from the Group Invitation window.  It allows you to search for any user name, or select names from your inventory calling card list, or avatars near you.  &lt;br /&gt;
&lt;br /&gt;
When using search, type part of a name in the top text box, and click &#039;&#039;&#039;Find&#039;&#039;&#039;.  When you see the name you want, highlight it, and click &#039;&#039;&#039;Select&#039;&#039;&#039; to add it to the invite list.  Then you can search for other names.&lt;br /&gt;
&lt;br /&gt;
When using calling cards or Near Me, select one or a range of names, and click the &#039;&#039;&#039;Select&#039;&#039;&#039; button to add them to the invite list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Groups.jpg|thumb|left|256px|&#039;&#039;&#039;Groups Floating Window&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==== Groups ====&lt;br /&gt;
&lt;br /&gt;
This window is opened via the &#039;&#039;&#039;About Land window &amp;gt; General tab &amp;gt; Group: Set... button&#039;&#039;&#039;.  It allows you to set one of the groups you belong to as the group associated with the parcel.  The current group set is in bold.  Highlight another one, and click OK to change it.&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Appearance&amp;diff=682423</id>
		<title>Appearance</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Appearance&amp;diff=682423"/>
		<updated>2009-12-08T17:12:14Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Viewer=*}}&lt;br /&gt;
{{GettingStartedNav}}&lt;br /&gt;
{{LeftToc}}&lt;br /&gt;
This page is part of the Second Life User&#039;s Manual, describing how the Viewer software works. Please see the main [[User&#039;s Manual]] page as a starting point.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Appearance&amp;quot; floating window allows you to edit how your avatar body looks.  It is activated by the top menu &#039;&#039;&#039;Edit &amp;gt; Appearance...&#039;&#039;&#039; item, or by pointing at your avatar in the 3D view area, right-click for context menu, and choosing &#039;&#039;&#039;Appearance&#039;&#039;&#039;. When you open the window, your avatar will go into &amp;quot;Appearance Mode&amp;quot;, and will stand with arms and legs spread for visibility, and the camera will zoom to view the relevant part you are editing.  You can move the camera view while in appearance mode to see how you look from other angles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:v1.23 Appearance Shape.jpg|thumb|left|451px]]&lt;br /&gt;
&lt;br /&gt;
There are four body parts and nine clothes tabs, each with individual controls.  These all affect your core avatar body.  In addition to these, you can &amp;quot;Attach&amp;quot; up to thirty 3D objects to different parts of your avatar.  For example, a backpack, hat, and walking stick if you want to look like a mountain hiker.  Between the Appearance settings and attachments, you have great flexibility in what you look like.&lt;br /&gt;
&lt;br /&gt;
Each tab will list the inventory item name and location that you are currently using. If you are wearing the item, you will have a button to take the item off.  If you are not wearing the item, you have a button to create a new one.  At the bottom of each pane are buttons to Save, Save As..., and Revert.  Revert will undo all changes since the last save.&lt;br /&gt;
&lt;br /&gt;
Adjustments in appearance mode will show on the screen immediately, but will not be saved until you use the &#039;&#039;&#039;Save&#039;&#039;&#039; or &#039;&#039;&#039;Save As...&#039;&#039;&#039; buttons.  It&#039;s a good idea to first make a copy of your current appearance in your inventory before editing it.  That way if it gets messed up, you can go back to the original and try again.&lt;br /&gt;
&lt;br /&gt;
While clothes can be removed, the four basic body parts (Shape, Skin, Hair, and Eyes) cannot. They can only be exchanged for another inventory item of the same type, or edited.&lt;br /&gt;
&lt;br /&gt;
[[File:v1.23 Avatar Mesh Wireframe.jpg|thumb|right|200px|&#039;&#039;&#039;Avatar Mesh Wireframe Model&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==== Shape Tab ====&lt;br /&gt;
&lt;br /&gt;
Your avatar&#039;s shape is defined by a 3D wireframe model, as illustrated here.  It consists of numerous triangles, on which the skin and clothes are painted by your graphics card.  The shape tab adjusts the wireframe model using sliders or number values to change detailed parts.  The entire collection of settings can be saved as an inventory item.  When you &amp;quot;wear&amp;quot; the saved shape, it will adjust all the settings at once.  You can create your own shape from scratch, or get pre-made shapes from other users or buying them.&lt;br /&gt;
&lt;br /&gt;
There are 9 buttons to control different parts of the shape.  Each button displays a set of images, sliders, and number values from 0 to 100.  The images show what the extreme (0 and 100) values would do to your avatar&#039;s appearance, and the sliders and numbers show your current settings. There are 77 shape controls in all, grouped as follows: Body-3, Head-11, Eyes-11, Ears-4, Nose-10, Mouth-9, Chin-9, Torso-12, Legs-8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:v1.23 Appearance Skin.jpg|thumb|left|450px]]&lt;br /&gt;
&lt;br /&gt;
==== Skin Tab ====&lt;br /&gt;
&lt;br /&gt;
Your avatar&#039;s skin consists of three images (head, upper and lower body) which are mapped onto the underlying wireframe shape by your PC graphics.  There are also several controls to adjust color, freckles, and other features.  &lt;br /&gt;
&lt;br /&gt;
The three flat images are &amp;quot;wrapped around&amp;quot; the 3D shape, being stretched as needed to fit.  Since the wireframe shape can be stretched and distorted in many ways by the appearance controls, a particular skin may look better on a particular shape.  In addition, the lighting in Second Life varies during the virtual day, and local and portable lights can also change the lighting.  Thus any shading or lack of shading in the skin texture can be affected by the lighting conditions.&lt;br /&gt;
&lt;br /&gt;
If you wish to understand how to make your own skins there are [http://www.robinwood.com/Catalog/Technical/SL-Tuts/SLPages/AVUVTemplates.html templates] available which show what parts of the images end up where on the avatar.  Skin textures will be forced to 512x512 pixel size for sending to your Viewer program, so it is best to create them in that size in the first place.&lt;br /&gt;
&lt;br /&gt;
Depending on the transparency or lack thereof of the skin images, and the edit permissions provided by the creator, the adjustment buttons and controls may or may not be available or make any difference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:v1.23 Appearance Hair.jpg|thumb|left|450px]]&lt;br /&gt;
&lt;br /&gt;
==== Hair Tab ====&lt;br /&gt;
&lt;br /&gt;
When Second Life was first developed, the avatar model included a second wireframe mesh for the hair.  This is known as &amp;quot;mesh&amp;quot;, or &amp;quot;built in&amp;quot; hair.  As of 2009, the default starter avatars and most experienced users use &amp;quot;attached&amp;quot; or &amp;quot;prim&amp;quot; hair (called such since it is made of prims - primitive geometric shapes that everying in SL is built from).  These can be much more detailed - 100 or more pieces rather than one mesh shape; and can use the flex feature to move as the avatar moves around.&lt;br /&gt;
&lt;br /&gt;
The mesh hair is still included as part of the avatar model, but most users have their settings set to &amp;quot;Bald&amp;quot;, which shrinks the mesh hair inside the skull where it is hidden. Occasionally the mesh hair is useful if the prim hair has holes or bald spots.  In this case it is made relatively short to work as a filler, and color matched to the overlying hair.&lt;br /&gt;
&lt;br /&gt;
A single texture is stretched over the wireframe mesh to provide the coloring for the hair. Most mesh hair is editable, and there are buttons and controls to adjust color, style, eyebrows, and facial features.  The hair color is additive to the color in the texture image (you cannot make it lighter than the starting texture).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:v1.23 Appearance Eyes.jpg|thumb|left|450px]]&lt;br /&gt;
&lt;br /&gt;
==== Eyes Tab ====&lt;br /&gt;
&lt;br /&gt;
Your avatar eyes are defined as a single texture (image) which is mapped to both eyeballs, and two controls to adjust color and lightness.  Eyelashes are part of the skin adjustments, and if 3D lashes are desired, they must be worn as an attachment.&lt;br /&gt;
&lt;br /&gt;
Second Life currently does not allow for each eye to be different using the appearance mode.  Wearing a prim eyeball on one eye is way to achieve that effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:v1.23 Appearance Shirt.jpg|thumb|left|450px]]&lt;br /&gt;
&lt;br /&gt;
==== Clothes Tabs ====&lt;br /&gt;
&lt;br /&gt;
There are 9 clothes tabs for different clothing items.  The first 8 are layered onto the avatar shape, following it&#039;s contours except for sleeve and pants cuffs.  The last one (skirt) bells out away from the body shape.  Each clothing item resides in one of three &#039;layers&#039; which determines which is visible over the others and the skin.  If the item can be edited, you can select a clothing &amp;quot;texture&amp;quot;, and color tint, and use the sliders and number entries to adjust length of sleeves and hems, necklines, etc.&lt;br /&gt;
&lt;br /&gt;
The clothing textures are flat images which are &#039;mapped&#039; (wrapped around) your avatar shape.  If you want to create your own clothing, you should get a set of &amp;quot;templates&amp;quot; which show what part of the image ends up where on the body shape.  A full set can be found at [http://www.robinwood.com/Catalog/Technical/SL-Tuts/SLPages/AVUVTemplates.html Robin Wood&#039;s site]  &lt;br /&gt;
&lt;br /&gt;
Many clothing outfits consist of several of these clothing items, plus some 3D objects which are attached.  While these tabs can be used to make adjustments to individual parts, to wear an entire outfit the easiest method is to select an Inventory folder holding all the parts, and &#039;&#039;&#039;Right click for context menu &amp;gt; Add to outfit&#039;&#039;&#039;.  This will put on all the pieces, replacing any items which use the same appearance tab or attachment point.  You can also drag the folder onto your avatar body.&lt;br /&gt;
&lt;br /&gt;
When you log in, or change clothes, the Viewer program on your computer produces a composite image using the textures for the skin and clothing layers.  This is called &#039;baking&#039; your textures.  This composite is sent to the server, and then to other users to see.&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=About_Land&amp;diff=682413</id>
		<title>About Land</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=About_Land&amp;diff=682413"/>
		<updated>2009-12-08T17:11:05Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Viewer=*}}&lt;br /&gt;
{{GettingStartedNav}}&lt;br /&gt;
{{LeftToc}}&lt;br /&gt;
This page is part of the Second Life User&#039;s Manual, describing how the Viewer software works. Please see the main [[User&#039;s Manual]] page as a starting point.&lt;br /&gt;
&lt;br /&gt;
[[Land]] within map regions in Second Life is divided into one or more &amp;quot;Parcels&amp;quot;.  The &amp;quot;About Land&amp;quot; floating window displays detailed information about a land parcel, including covenants, objects and who owns them, access and use permissions, and media settings. The window is opened via the top menu &#039;&#039;&#039;World &amp;gt; About Land...&#039;&#039;&#039; item, clicking the parcel name at the top center of the screen, or by right-click &#039;&#039;&#039;Context Menu &amp;gt; About Land...&#039;&#039;&#039; while pointing at the ground.  You must point at the actual terrain, and not a floor or other object placed on the ground.&lt;br /&gt;
&lt;br /&gt;
The information is displayed in 6 tabs which can be selected by clicking the tab headings. Many of the items may be set by the land &amp;quot;owner&amp;quot;, others are determined by the location of the parcel or set automatically.  Items which cannot be changed are generally greyed out.&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 About Land-General.jpg|thumb|450px|left]]&lt;br /&gt;
&lt;br /&gt;
==== General Tab ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name&#039;&#039;&#039; - The name of the parcel which will show at the top of the screen when you are on the parcel, and in search if the parcel is set to show in search.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039; - Additional description of the parcel which is visible in this window and in search results if the parcel is set to show in search.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039; - The type of map region the parcel is located on from among Mainland or Estate/Full Region, Homestead, or Openspace&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rating&#039;&#039;&#039; - The maturity rating of the map region from among PG, Mature, or Adult&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner&#039;&#039;&#039; - The avatar name or &amp;quot;Group Owned&amp;quot; if such who &amp;quot;owns&amp;quot; the land parcel.  Normal users do not actually have ownership rights in the virtual land in the common real life sense of owning something.  They have control over the parcel as long as they pay maintenance fees directly or indirectly to Linden Lab, who actually own the servers the map region is hosted on.  In this sense it is more like a lease in real life.  Governor Linden is the Account set up by Linden Lab to hold parcels assigned to them, as opposed to their customers (users).  In this case, the listed owner and the actual real life owner is the same.&lt;br /&gt;
&lt;br /&gt;
The info button will open the &#039;Profile&#039; floating window for the listed owner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Group&#039;&#039;&#039; - The group assigned to this parcel for the purpose of access or controlling settings.  This is distinct from group ownership. The Set button will open the Groups tab of the Communicate or Contacts window in order to set or change the group assignment.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Allow Deed to Group&#039;&#039;&#039; - Permits a landowner to sell the parcel to the assigned group.  The owners of the group effectively become the new owners of the land.  The Deed button opens the &#039;Deed to Group&#039; floating window in order to transfer ownership.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Owner Makes Contribution With Deed&#039;&#039;&#039; - When transferring ownership to a group, this check box also assigns land area from the owner&#039;s land allowance to the group at the same time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Sale&#039;&#039;&#039; - Shows for sale or not for sale status.  If for sale, shows price and whether for sale to anyone, or a specific person.  If you own the land, buttons to set for sale, not for sale, or abandon the land will appear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Claimed&#039;&#039;&#039; - The date and time the current owner became the owner of the parcel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Area&#039;&#039;&#039; - The horizontal area of the parcel.  Sloped land is measured in the XY horizontal plane, not along the slope.  Land is divisible into units 4x4 meters in size, so the minimum parcel area is 16 sq.m., and can be any multiple of 16 up to the full area of a map region (256x256m or 65,536 sq.m.).  A single parcel must be entirely within the boundaries of one map region, but may consist of discontinuous pieces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traffic&#039;&#039;&#039; - The number of avatar-minutes present on the parcel over the last measurement interval.  Thus one avatar present for one hour = 60 traffic.  The normal measurement interval is over the previous 24 hours, and is updated 2 times a day.&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 About Land-Covenant.jpg|thumb|450px|left]]&lt;br /&gt;
&lt;br /&gt;
==== Covenant Tab ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Estate:&#039;&#039;&#039; - Estates consist of one or more map regions with a single owner who has overall control over the estate and can set rules over and above the general Second Life rules.  These rules are detailed in the text box of this tab.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; - The name of the estate.  There are approximately 5000 regions on the &#039;mainland&#039; estate. These are grouped into 9 &#039;continents&#039; (large groups of adjacent regions). Other large estates include Dreamland (# of regions?)... There are an estimated X total estates, consisting of nearly 29,000 regions total on the main Second Life grid or 3D world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Untitled)&#039;&#039;&#039; - Text Box for entering and showing the Estate covenant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Last Modified:&#039;&#039;&#039; - Date and time the covenant was last edited&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Region:&#039;&#039;&#039; - Map regions are the standard unit of the 3D world, with a fixed location in the 3D world map.  They are 256x256 meters horizontally and unlimited in height, although placing objects is limited to below 4096 meters altitude.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; - Each map region has a unique name up to X characters long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; - Regions may be Mainland or Estate, and Full, Homestead, or Openspace.  Mainland regions may be owned in units of less than a full region, while Estate regions are only sold in full region units.  Limits on number of objects and avatars are set according to type.  Full regions may have 15,000 objects and 40-100 avatars, Homesteads may have 3,750 objects and 20 avatars, and openspaces may have 750 objects and 20 avatars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rating:&#039;&#039;&#039; - The maturity rating of the region determines the kind of activity and content is allowed in the region.  It is one of PG, Mature, or Adult, and is set by the estate owner, or Linden Lab for mainland regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resale:&#039;&#039;&#039; - (who sets these?)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subdivide:&#039;&#039;&#039; - (who sets these?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 About Land-Objects.jpg|thumb|450px|left]]&lt;br /&gt;
&lt;br /&gt;
==== Objects Tab ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Returning objects en mass using this tab can easily remove items you did not intend to remove, so use with care, or return individual objects using the object context menu.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Simulator primitive usage:&#039;&#039;&#039; - Shows the number of &#039;primitive shapes&#039; (prims for short) used on the land parcels owned by the same owner in this region.  If you own more than one parcel, the total for all parcels in this region are given.  Also shows the total number allowed, and number not used.  Complex objects are made of more than one primitive shape, so it is not the same as the number of objects.&lt;br /&gt;
&lt;br /&gt;
Prim allowances are shared among all parcels owned in the same region.  You may distribute you actual objects as you see fit.  For example, if you own three parcels, you can place all your objects on one of them, using the combined allowance of all three, and leave the other two empty.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Primitives parcel supports:&#039;&#039;&#039; - Shows the number of primitive shapes the currently selected land parcel can have located on it.  If the geometric center of an object is located within the parcel boundaries, all of its component prims are counted, even if some parts overhang onto other parcels.  Prim allowances are proportional to land area as a fraction of the total allowed in the region.  Hence if your parcel is 4096 sq.m., which is 1/16 the area of a full region, then it would receive 1/16 of a full region&#039;s allowance of 15,000 prims, or 937 prims.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Primitives on parcel:&#039;&#039;&#039; - Shows the actual number of prims on the parcel currently.  The &amp;quot;Show&amp;quot; buttons under this heading will highlight the class of prims with white outlines, to make them easier to find.  The &amp;quot;Return&amp;quot; buttons will take them off the parcel and return them to the &amp;quot;Lost and Found&amp;quot; folder of the owner.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Owned by parcel owner:&#039;&#039;&#039; - The number of prims owned by the avatar listed as the parcel owner.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Set to group:&#039;&#039;&#039; - The number of prims set to the same group as the General tab shows for the parcel.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Owned by others: - The number of prims owned by avatars other than the owner or group.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Selected/sat upon: - The number of prims currently selected or sat upon.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Autoreturn&#039;&#039;&#039; - Allows a timed return of objects other than owner or group owned.  If set to 0 the timer is off, otherwise will return items after a set number of minutes.  This allows temporary placement of items.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Object Owners:&#039;&#039;&#039; - If you have the correct ability as owner or group member, provides a detailed list of object owners by name and allows returning those objects when highlighted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 About Land-Options.jpg|thumb|450px|left]]&lt;br /&gt;
&lt;br /&gt;
==== Options Tab ====&lt;br /&gt;
&lt;br /&gt;
This tab controls permissions and restrictions on the parcel for users other than the owner.  Generally the parcel owner keeps full abilities on the parcel.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Allow other residents to:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;Edit Terrain, Create Landmarks, Fly&#039;&#039;&#039;&#039;&#039; - If checked, then other residents than the parcel owner are permitted to do these actions.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;Create Objects, Object Entry, Run Scripts&#039;&#039;&#039;&#039;&#039; - These permissions are divided into &amp;quot;All Residents&amp;quot;, and &amp;quot;Group&amp;quot;, which refers to the group set on the General tab.  Object Entry refers to objects not attached to an avatar, such as a bullet fired from a gun. Run Scripts refers to all scripts, whether in attached or detached objects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Land Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;Safe (no damage)&#039;&#039;&#039;&#039;&#039; - If checked, the health % level is not displayed on the top menu bar, and avatars cannot be sent home when &amp;quot;killed&amp;quot; (health falls to zero %).  Most land is set safe, except for areas intended for combat.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;No Pushing&#039;&#039;&#039;&#039;&#039; - If checked, then pushes from objects is disabled.  Pushing another avatar is often used to annoy them, and most regions have turned on this item to prevent it.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;Show Place in Search&#039;&#039;&#039;&#039;&#039; - If checked, the parcel will be listed in the &amp;quot;Search&amp;quot; floating window with the name and description from the General tab, and the snapshot below from this tab.  A fee of L$30 per week is charged for listing in search, and optionally a category can be chosen from the dropdown menu on this item.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;Mature Content&#039;&#039;&#039;&#039;&#039; - One of the region maturity ratings is &amp;quot;Mature&amp;quot;, but parcels are not required to have mature content on Mature rated land.  This item is intended to indicate that there is mature content on the parcel.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Snapshot&#039;&#039;&#039; - This image will be displayed in the &amp;quot;Search&amp;quot; results and landmarks created for the parcel.  Clicking the image area will open the &amp;quot;Pick: Texture&amp;quot; floating window so that you can choose the image to display.  Alternately, your chosen image can be dragged from your inventory to the image area.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Landing Point:&#039;&#039;&#039; - Lists the coordinates of the landing point if set, or (none) if not set.  The set button will set the landing point to your current avatar position, and the clear button will unset it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Teleport Routing:&#039;&#039;&#039; - Determines where teleport landings are allowed for other users.  Blocked = Teleports into the parcel are not allowed.  Landing point = teleports are limited to the landing point set above. Anywhere = teleports may arrive at any location on the parcel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 About Land-Media.jpg|thumb|450px|left]]&lt;br /&gt;
&lt;br /&gt;
==== Media Tab ====&lt;br /&gt;
&lt;br /&gt;
This tab sets audio and video settings for the parcel.  In general, only one audio and one video stream or web page may be set at a time on a single land parcel.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Media Type:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Media URL:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Description:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Replace Texture:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Media Options:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Media Size:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Music URL:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sound:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Voice:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 About Land-Access.jpg|thumb|450px|left]]&lt;br /&gt;
&lt;br /&gt;
==== Access Tab ====&lt;br /&gt;
&lt;br /&gt;
This tab controls who may enter the land parcel.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Allow Public Access&#039;&#039;&#039; - If checked, any user may enter, subject to any restrictions set below.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Block Access By:&#039;&#039;&#039; - These two options are additive, if both are checked, then a user will have to have given both types of info to enter the parcel&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;Residents who have not given payment info to Linden Lab&#039;&#039;&#039;&#039;&#039; - Payment info is a credit card or Paypal account which can be used to pay for Second Life services.  If this box is checked, then accounts which have NOT given this information will NOT be able to enter the parcel.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;Residents who are not age verified adults&#039;&#039;&#039;&#039;&#039; - Age verification is providing ID information on the appropriate Second Life website page to show the account holder is over 18 years of age.  If this box is checked, then accounts which have NOT given this information will NOT be able to enter the parcel.  &#039;&#039;&#039;NOTE:&#039;&#039;&#039; This function is known to work erratically.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Allow Group Access: &amp;lt;Group Name&amp;gt;&#039;&#039;&#039; - If checked, members of the listed group may enter.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sell passes to:&#039;&#039;&#039; - Seldom used, gives temporary access to the parcel by paying a fee.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Allowed Residents&#039;&#039;&#039; - Gives access to individual users by name.  Limited to 300 names.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Banned Residents&#039;&#039;&#039; - Blocks access to individual users by name.  Limited to 300 names.&lt;br /&gt;
&lt;br /&gt;
The Add buttons for the last two items will open the &amp;quot;Choose Resident&amp;quot; floating window.  Highlighting one or more names on the lists, and clicking the Remove button removes them from the list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Floating_Windows&amp;diff=682403</id>
		<title>Floating Windows</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Floating_Windows&amp;diff=682403"/>
		<updated>2009-12-08T17:10:04Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: Fix Navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Viewer=*}}&lt;br /&gt;
{{GettingStartedNav}}&lt;br /&gt;
{{LeftToc}}&lt;br /&gt;
This page is part of the Second Life User&#039;s Manual, describing how the Viewer software works.  Please see the main [[User&#039;s Manual]] page as a starting point.&lt;br /&gt;
&lt;br /&gt;
Many menu choices, commands, and buttons open a smaller secondary window within the main Second Life Viewer screen or window.  These windows &amp;quot;float&amp;quot; on top of the 3D view area (hence also called &#039;Floaters&#039;). Most can be moved around by dragging.  Most allow minimizing, and all can be closed.&lt;br /&gt;
&lt;br /&gt;
There are also a set of [[Consoles]] which can be opened with the advanced menu, which overlay the 3D view but are not movable.&lt;br /&gt;
&lt;br /&gt;
== Typical Window Features ==&lt;br /&gt;
&lt;br /&gt;
[[File:Floating_Window_Features.jpg|thumb|left|600px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Title&#039;&#039;&#039; - Appears on the top left corner.  The shaded title bar can be used move the window location (click-drag).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tabs&#039;&#039;&#039; - Some windows have tabs to show different &#039;pages&#039; of information.  In the example Communicate window, each instant message gets it&#039;s own tab.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Text Entry Box&#039;&#039;&#039; - These allow entering or changing a value and are white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resize Window Handle&#039;&#039;&#039; - Appears on the bottom right corner.  Allows changing both width and height of the window.  Hovering the mouse near the edge of the window will also allow changing the size and shape of the window.  The pointer will change to a double headed arrow when it is in the right place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tear off Tab&#039;&#039;&#039; - Some tabs can be &#039;torn off&#039; or undocked.  This button will make it a separate window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close Tab&#039;&#039;&#039; - Some tabs can be closed individually.  The X box below the title bar does this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close Box&#039;&#039;&#039; - Appears on the top right.  When clicked will close the entire floating window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minimize Box&#039;&#039;&#039; - Appears to the left of the close box.  When clicked will shrink the window to the lower left corner of the screen without closing it.&lt;br /&gt;
&lt;br /&gt;
Note: floating windows do not have a maximize button because in general users do not want to cover the entire 3D view area.  &lt;br /&gt;
&lt;br /&gt;
== Windows List (67 items) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: Simple windows are shown on this page.  For more complex ones, click the bold/underlined text in the list below to go to a more detailed page.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== A to B (17)====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Land Windows|Abandon Land]]&#039;&#039;&#039; - Note: this window is untitled.  Allows you to return land you own immediately to Linden control.  You receive no payment for doing this, in contrast to selling the land to another user.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[About Land]]&#039;&#039;&#039; - Displays detailed information about a land parcel, including covenants, objects and who owns them, access and use permissions, and media settings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[About Second Life]]&#039;&#039;&#039; - Displays viewer version info, your location and server connection if logged in, and your computer specifications.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Active Gestures]]&#039;&#039;&#039; - Opens list of currently active gestures.  Gestures are combinations of animations, sounds, and text chat that can be played as a unit.  They can be assigned a text trigger and shortcut key.&lt;br /&gt;
&lt;br /&gt;
[[File:v1.23 Add Friend.jpg|thumb|right|400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Add Friend&#039;&#039;&#039; - Allows you to offer friends status to another avatar.  This adds them to your friends list, allows them to more easily see when you are online.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Environment_Editor#Advanced_Sky_Editor|Advanced Sky Editor]]&#039;&#039;&#039; - Allows detailed control of how the sky looks on your screen.  Only affects your screen, but useful for photography and mood effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Environment_Editor#Advanced_Water_Editor|Advanced Water Editor]]&#039;&#039;&#039; - Allows detailed control of how water looks on your screen.  Only affects your screen, but useful for photography and mood effects.&lt;br /&gt;
&lt;br /&gt;
[[File:v1.23 Animation.jpg|thumb|right|275px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animation&#039;&#039;&#039; - Small window to play or stop an animation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Appearance]]&#039;&#039;&#039; - Edit window for body parts and clothes layers of your avatar.  When active, your avatar is in appearance mode: standing up and generally in a still position with arms and legs spread.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Beacons]]&#039;&#039;&#039; - Activates highlights (red 3D crosshairs) to locate various kinds of objects&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Building_Tools#Content_Tab|Bulk change content permissions]]&#039;&#039;&#039; - Changes object content permissions within Tools &amp;gt; Edit &amp;gt; Content&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bumps, Pushes, &amp;amp; Hits&#039;&#039;&#039; - Records any you have received from other avatars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Money_Windows#Buy_Contents|Buy Contents]]&#039;&#039;&#039; - Allows you to see the contents of an object for sale, and then buy it if you choose to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Money_Windows#Buy_Currency|Buy Currency]]&#039;&#039;&#039; - Buy Linden dollars (L$) with US$ on LindeX currency exchange.  Requires previously setting up payment information (credit card or PayPal).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Land_Windows#Buy_For_Group|Buy For Group]]&#039;&#039;&#039; - Allows you to &amp;quot;purchase&amp;quot; a land parcel for a group you have that ability in.  The parcel will be group owned afterwards.  See the note in the next paragraph about ownership of SL land.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Land Windows#Buy Land|Buy Land]]&#039;&#039;&#039; - Appears when Buy Land button is clicked on &amp;quot;About Land&amp;quot; window, or when World Menu &amp;gt; Buy Land is chosen.  The land parcel has to be for sale for the window to open.  Allows you to &amp;quot;purchase&amp;quot; a land parcel in Second Life from another user.  Note that &#039;buy&#039; is a misnomer.  Holding land in Second Life is actually a rental of server and networking capacity, for which you pay a monthly fee.  You do not acquire ownership rights in the normal legal sense.&lt;br /&gt;
&lt;br /&gt;
In addition to this method, land is available at auction or in estate form directly from Linden Lab.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Land_Windows#Buy_Pass|Buy Pass]]&#039;&#039;&#039; - Allows you to pay for temporary access to a land parcel, similar to renting a hotel room.&lt;br /&gt;
&lt;br /&gt;
==== C to E (11)====&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Camera Controls.jpg|thumb|right|286px|&#039;&#039;&#039;Camera Controls&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camera Controls&#039;&#039;&#039; - Note: This window has no title.  Activated by top menu &#039;&#039;&#039;View &amp;gt; Camera Controls&#039;&#039;&#039;.  Allows orbiting, zooming, and shifting the camera viewpoint.  The viewpoint is a 3D location the camera is &amp;quot;aimed&amp;quot; at.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group_Windows#Choose_Resident|Choose Resident]]&#039;&#039;&#039; - Allows finding and selecting a resident by name for group invitations, and parcel access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Texture_Windows#Color_Picker|Color Picker]]&#039;&#039;&#039; - Allows selecting a color tint for an object or clothing item.  Color tints are additive to the base texture colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Communication|Communicate]]&#039;&#039;&#039; - Grouped floating window.  Shows friends and groups, and if not torn off, open instant message chat boxes.  Tear off box allows separating some items to their own floating window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Communication#Communicate_Window|Contacts]]&#039;&#039;&#039; - Part of Communicate grouped floating window.  When torn off as a separate window has tabs for Friends and Groups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Environment_Editor#Day_Cycle_Editor|Day Cycle Editor]]&#039;&#039;&#039; - Part of the Environment Editor.  Allows editing details of the daily sun cycle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Debug settings]]&#039;&#039;&#039; - Allows editing about 1000 highly detailed parameters and settings within the viewer program.  WARNING: It is easy to mess up how the viewer works if you randomly change things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deed to Group&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eject&#039;&#039;&#039; - Allows ejecting or ejecting and banning from a land parcel you have eject ability on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Email Snapshot&#039;&#039;&#039; - Allows sending a snapshot via email from directly within the viewer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Environment Editor]]&#039;&#039;&#039; - Allows editing your personal 3D view time of day, cloud cover and water fog.  These settings only apply to your screen.&lt;br /&gt;
&lt;br /&gt;
==== F to J (11)====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freeze&#039;&#039;&#039; - Allows temporarily freezing an avatar on a parcel you have this ability on.  They will be unable to move, chat, or interact for 30 seconds.  They can log out though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gesture&#039;&#039;&#039; - Allows editing the contents of a gesture.  A gesture is a sequence of animations, sounds, and text played as a group automatically when triggered&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;God Tools&#039;&#039;&#039; - Note: This window only works for Linden staff in Admin Status.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grid Options&#039;&#039;&#039; - Allows settings for the 3D alignment grid that appears when moving an object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group_Windows#Group_Information:_General|Group Information]]&#039;&#039;&#039; - Note: the window title will include the group name. Detailed information about a group you are a member of.  If you are not a memeber, only displays the general tab, with only owners and visible members listed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group_Windows#Group_Invitation|Group Invitation]]&#039;&#039;&#039; - Allows sending group invitations to named avatars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group_Windows#Groups|Groups]]&#039;&#039;&#039; - Window used to select a group associated with a land parcel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inspect Objects&#039;&#039;&#039; - Allows viewing detailed information about the components of the selected object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Inventory]]&#039;&#039;&#039; - Displays and allows you to edit your personal inventory under the &#039;My Inventory&#039; folder, and the general Second Life library which is copiable by any user from the &#039;Library&#039; folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Inventory#Inventory_Filter_Window|Inventory Filters]]&#039;&#039;&#039; - Note: window title reads &amp;quot;All Items&amp;quot; or &amp;quot;Recent Items&amp;quot; according to which tab is selected in the main inventory window.  This is a sub-window which will close if the main inventory window is closed. Allows filtering the items shown in the main inventory window by type or age.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Inventory#Inventory_Item_Properties|Inventory Item Properties]]&#039;&#039;&#039; - Shows name, description, creator, owner, and use permissions.&lt;br /&gt;
&lt;br /&gt;
==== L to N (8)====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lag Meter&#039;&#039;&#039; - Gives general info about Client (the viewer you run on your computer), Network, and Server performance.  For detailed info, use the Statistics window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landmark&#039;&#039;&#039; - Note: Window title includes description of parcel by default. Landmarks allow teleporting to a specific location and are saved as inventory items. Shows snapshot, description, traffic, size, and location.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Communication#Local_Chat_Tab|Local Chat]]&#039;&#039;&#039; - Shows history of local text chat since last login. When closed, local chat is displayed in the lower left corner of the 3D view area for 20-60 seconds.  User selectable colors are used for 9 different types of &amp;quot;speakers&amp;quot;, which can include avatars, and objects.  URL&#039;s are displayed as clickable links.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Map#.27Mini-Map.27_Floating_Window|Minimap]]&#039;&#039;&#039; - Note: This window has no title. Small map showing from 1/3 to a few map regions around your current location.&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Movement Controls.jpg|thumb|right|300px|&#039;&#039;&#039;Movement Controls Window&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Controls&#039;&#039;&#039; - Note: This window has no title. Has arrows to walk, turn, jump, and crouch (if in walk mode) or fly up and down (if in fly mode).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My Land&#039;&#039;&#039; - Shows land owned, and land area contributed to groups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Muted Residents &amp;amp; Objects&#039;&#039;&#039; - A list of people and objects you have chosen not to receive chat, instant messages, or inventory items from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039; - Note: a note will include the notecard name in the title area.  Opens a simple text editing window to read, write, and edit &amp;quot;notecards&amp;quot;, which are inventory items which can be shared.  Maximum notecard size is 64KB.  Only a single font is supported.&lt;br /&gt;
&lt;br /&gt;
==== O to R (8)====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Content_Windows#Object_Contents|Object Contents]]&#039;&#039;&#039; - Shows the contents within an object you own or have edit rights to.  Allows copying the contents to your inventory.  Bought items, or large collections are frequently &#039;boxed&#039; within a single object container for delivery or storage. It is called &#039;boxed&#039; since the default object is a 0.5m plywood box.&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Offer Teleport.jpg|thumb|right|362px|&#039;&#039;&#039;Offer Teleport Window&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offer Teleport&#039;&#039;&#039; - Allows you to request another user join you at your location.  If they accept, they will be teleported about 3 meters in front of you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Money_Windows#Pay_Resident|Pay Resident]]&#039;&#039;&#039; - Allows you to pay another user from your Linden Dollar (L$) account balance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Texture_Windows#Pick:_Texture|Pick: Texture]]&#039;&#039;&#039; - Allows changing the texture of an object or clothing item by selecting a new texture from your inventory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Preferences Window Guide|Preferences]]&#039;&#039;&#039; - Allows setting the most used Viewer and account settings.  Most settings can be accessed before login via the top menu &#039;&#039;&#039;Edit &amp;gt; Preferences&#039;&#039;&#039; item. See [[Preferences Window Guide]] for full details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Profile]]&#039;&#039;&#039; - Note: the window title will include the avatar name.  Displays account profile for an avatar.  Most items are set by the named user, except the My Notes tab, which you can write your personal notes in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Region/Estate&#039;&#039;&#039; - Controls for managing a full region, or multi-region estate.  Only useable by full region owners.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Report Abuse&#039;&#039;&#039; - Send a report about violations of Second Life community standards or policies to Linden Lab staff for action.&lt;br /&gt;
&lt;br /&gt;
==== S to Z (12)====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Script&#039;&#039;&#039; - An editing window for software scripts written in the &amp;quot;Linden Scripting Language&amp;quot;, which is specific to Second Life.  Scripts placed inside objects and run will enable the objects to do things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Script Warning/Error&#039;&#039;&#039; - Shows error messages generated by scripts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Search Window|Search Second Life]]&#039;&#039;&#039; - Opened by Edit &amp;gt; Search, entering text in the upper right search text box, or the bottom toolbar &#039;Search&#039; button.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Land_Windows#Sell_Land|Sell Land]]&#039;&#039;&#039; - Allows you to sell virtual land you own or are an owner of a group for group-owned land.  Land sales within Second Life are instant transactions in Linden Dollars (L$) using this window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Texture_Windows#Snapshot_Preview|Snapshot Preview]]&#039;&#039;&#039; - opened by File &amp;gt; Take Snapshot.  Saves latest frame generated on your computer of the 3D view area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sound&#039;&#039;&#039; - Small window to play a sound clip.  Sounds in SL are limited to 10 seconds in length.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Statistics Bar Guide|Statistics]]&#039;&#039;&#039; - Displays a variety of technical information about the viewer program, the internet connection, and the simulator program on the server you are currently connected to. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Texture_Windows#Texture|Texture]]&#039;&#039;&#039; - Window to display a texture.  It is opened by highlighting an item in inventory and selecting &#039;&#039;&#039;Open&#039;&#039;&#039; from the context menu. The window itself (as opposed to the texture) can be resized on the screen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Building Tools|Tools]]&#039;&#039;&#039; - Note: this window has no title. Also known as build or edit window. Has 5 tools on top for camera focus, move, edit, and create objects, and for land editing.  Bottom has 5 tabs for detailed editing of an object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tutorial&#039;&#039;&#039; - Very basic tutorial opened by top menu &#039;&#039;&#039;Help &amp;gt; Tutorial&#039;&#039;&#039; item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Texture_Windows#Upload_Image|Upload Image]]&#039;&#039;&#039; - Note: the window title will be the file name you have selected to upload. You can preset the item name and description, and preview it in various formats.  Uploads to the SL asset database costs L$10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Map#World_Map|World Map]]&#039;&#039;&#039; - Displays a few map regions up to the almost the entire map of the grid.  By default when it opens it shows your current location.  &lt;br /&gt;
&lt;br /&gt;
There are 7 large continents, two small ones, and numerous islands.  Continents is an exaggeration, since the large continents are about 10km across.  Although shown on the map, some areas are &amp;quot;Invalid&amp;quot; or &amp;quot;Void&amp;quot;(royal blue), meaning there is no server hosting that part of the grid.  You cannot enter those areas.  Water regions are in a lighter shade of blue depending on depth.  Land areas are colored according to the terrain file as grass, earth, rock, coral, ice, etc.&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Inventory_Menu&amp;diff=682393</id>
		<title>Inventory Menu</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Inventory_Menu&amp;diff=682393"/>
		<updated>2009-12-08T17:08:28Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: Fix Navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Viewer=*}}&lt;br /&gt;
{{GettingStartedNav}}&lt;br /&gt;
{{LeftToc}}&lt;br /&gt;
&lt;br /&gt;
This page is part of the documentation of the 1.23 viewer.  For dropdown menus see [[Viewer menu]] and [[Advanced menu]].  For 3D view area context menus see [[Context Menu]].&lt;br /&gt;
&lt;br /&gt;
The Inventory floating window has both dropdown menus, and context menus.&lt;br /&gt;
&lt;br /&gt;
=== Inventory File Menu ===&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Inventory File Menu.jpg|thumb|300px|left]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Open&#039;&#039;&#039; - The action taken when selecting this menu item depends on the type of inventory item that is highlighted.  For notecards and scripts, opens the text edit window. For photos and textures, displays the image.  For Gestures opens the edit window, For skins wears the skin.  For objects, opens the &amp;quot;Inventory Item Properties&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;New Window&#039;&#039;&#039; - Opens another Inventory floating window.  This is useful while sorting your inventory collection, as you can move items between the windows, and search for items in one window, while leaving the other as is.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Show Filters&#039;&#039;&#039; - Opens the &amp;quot;Inventory Filters&amp;quot; sub-window.  Note: window title reads &amp;quot;All Items&amp;quot; or &amp;quot;Recent Items&amp;quot; according to which tab is selected in the main inventory window.  This is a sub-window which will close if the main inventory window is closed. Allows filtering the items shown in the main inventory window by type or age.  This is useful when searching for items when you know the the type of item and age, but not the full name.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reset Filters&#039;&#039;&#039; - Resets the inventory filters to the default values.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Close All Folders&#039;&#039;&#039; - Closes all open folders in the window, leaving just the top level folders showing (My Inventory and Library normally)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Empty Trash&#039;&#039;&#039; - Items which have been deleted from your regular inventory folders, or the 3D map region go into the Trash folder.  This item will empty the trash folder, after which the items are no longer recoverable, so only do this if you are sure you have no more use for the items.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Create Menu ===&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Inventory Create Menu.jpg|thumb|300px|left]]&lt;br /&gt;
&lt;br /&gt;
This menu allows you to create new folders or items in your inventory.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;New Folder&#039;&#039;&#039; - Creates a new top level folder under &#039;My Inventory&#039; with the name &#039;New Folder&#039;.  Initially the name box is open for editing, but if you move to something else, it will close.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;New Script&#039;&#039;&#039; - Creates a new empty script in the &#039;Scripts&#039; folder with the name &#039;New Script&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;New Note&#039;&#039;&#039; - Creates a new blank notecard in the &#039;Notecards&#039; folder with the name &#039;New Note&#039;, and opens the &#039;Note&#039; floating window for editing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;New Gesture&#039;&#039;&#039; - Creates a new gesture in the &#039;Gestures&#039; folder with the name &#039;New Gesture&#039;, sets it active, and opens the &#039;Gesture&#039; floating window for editing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;New Clothes &amp;gt;&#039;&#039;&#039; - Creates a new clothing item of the selected type in the &#039;Clothing&#039; folder with the name &#039;New X&#039;, where X is the clothing type.  The types are Shirt, Pants, Shoes, Socks, Jacket, Skirt, Gloves, Undershirt, or Underpants.  The default texture is plain white, which can be changed in the &#039;Appearance&#039; floating window.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;New Body Parts &amp;gt;&#039;&#039;&#039; Creates a new body part item of the selected type in the &#039;Body Parts folder, with the name &#039;New X&#039;, where X is the body part type.  The types are Shape, Skin, Hair, and Eyes.  Hair is of the built-in avatar type, which is low quality.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
=== Inventory Sort Menu ===&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Inventory Sort Menu.jpg|thumb|300px|left]]&lt;br /&gt;
&lt;br /&gt;
This menu allows sorting inventory items in various ways&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;By Name&#039;&#039;&#039; - only one of the first two menu items can be active, By Name, or By Date.  This choice sorts folders and items within folders by name alphabetically.  Symbols and numbers precede letters, but upper and lower case letters are mixed together.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;By Date&#039;&#039;&#039; - This choice sorts folders and items by the date you added them to your inventory, with newest items first.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Folders Always By Name&#039;&#039;&#039; - This choice keeps folders sorted by name, while their contents may be by name or date.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;System Folders To Top&#039;&#039;&#039; - This places the default system folders at the top of the My Inventory contents.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
=== Inventory Context Menus ===&lt;br /&gt;
&lt;br /&gt;
Context Menus are activated by hovering the mouse over an inventory item, and using right-click.  What items appear in the menu depends on the type of item it is.  In the following descriptions, repeat items are only explained the first time they appear.&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Inventory Notecard Context Menu.jpg|thumb|300px|left]]&lt;br /&gt;
&lt;br /&gt;
==== Notecards ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Open&#039;&#039;&#039; - Opens the &amp;quot;Note&amp;quot; floating window to read or edit the notecard.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Properties&#039;&#039;&#039; - Opens the &amp;quot;Inventory Item Properties&amp;quot; floating window.  Shows name, description, creator, owner, and use permissions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rename&#039;&#039;&#039; - Allows editing the item name, which can be up to 63 characters long&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Copy Asset UUID&#039;&#039;&#039; - [[UUID]] is a 128 bit (32 hexadecimal character)unique database serial number for items stored in the Second Life database.  This menu item copies the value to the clipboard, after which it can be pasted somewhere else.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Copy&#039;&#039;&#039; - Copies an entire inventory item to the clipboard.  Since items are identified by their UUID number, they can have the same name, and a copy is given the same name as the original item.  If you wish to copy an item name, then open the name with the &#039;Rename&#039; menu item, highlight the text, and use CTRL-C to copy it, then CTRL-V to paste.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Paste&#039;&#039;&#039; - Places a copy of the current inventory item in the clipboard into the currently highlighted location in the inventory folder structure.  If an inventory item is highlighted, it will be placed in the same folder as that item.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Delete&#039;&#039;&#039; - Moves the highlighted inventory item to the Trash folder.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Inventory Object Context Menu.jpg|thumb|300px|left]]&lt;br /&gt;
&lt;br /&gt;
==== Objects ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wear&#039;&#039;&#039; - Adds the selected item to the avatar&#039;s current outfit.  If the clothing item, attachment point, or HUD location is already in use, the item will be replaced with the selected item.  For attachments or HUD&#039;s, it will be attached to the same location as the last time it was worn.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attach to HUD &amp;gt;&#039;&#039;&#039; - Allows attaching an object to one of 8 specific HUD locations via submenu choice.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Attach to &amp;gt;&#039;&#039;&#039; - Allows attaching an object to one of 30 specific avatar attachment points via submenu choice.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Inventory Landmarkt Context Menu.jpg|thumb|300px|left]]&lt;br /&gt;
&lt;br /&gt;
==== Landmarks ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Teleport&#039;&#039;&#039; - Attempts to teleport your avatar to the landmark location.  It will fail if the Second Life system is too busy, the destination no longer exists, is full, or is out of service (down).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;About Landmark&#039;&#039;&#039; - Opens the &amp;quot;Landmark&amp;quot; floating window. Shows the snapshot, description, traffic, size, and location of the destination.  Allows opening map or teleporting to the destination.&lt;br /&gt;
&lt;br /&gt;
==== Folders ====&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Template:GettingStartedNav&amp;diff=682383</id>
		<title>Template:GettingStartedNav</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Template:GettingStartedNav&amp;diff=682383"/>
		<updated>2009-12-08T17:06:23Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
|title=[[User&#039;s Manual]]&lt;br /&gt;
|content=*[[Getting started with Second Life|Getting Started]]&lt;br /&gt;
**[[Communication]]&lt;br /&gt;
*[[Viewer menu]]&lt;br /&gt;
**[[Preferences window|Preferences]]&lt;br /&gt;
**[[Context Menu]]&lt;br /&gt;
**[[Inventory Menu]]&lt;br /&gt;
*[[Floating Windows]]&lt;br /&gt;
**[[About Land]]&lt;br /&gt;
**[[Appearance]]&lt;br /&gt;
**[[Building Tools]]&lt;br /&gt;
**[[Content Windows]]&lt;br /&gt;
**[[Group Windows]]&lt;br /&gt;
**[[Inventory]]&lt;br /&gt;
**[[Land Windows]]&lt;br /&gt;
**[[Map|Map Windows]]&lt;br /&gt;
**[[Money Windows]]&lt;br /&gt;
**[[Profile|Profile Window]]&lt;br /&gt;
**[[Search Window]]&lt;br /&gt;
**[[Texture Windows]]&lt;br /&gt;
*&#039;&#039;&#039;[[Advanced Topics]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Support|Help &amp;amp; Support]]&#039;&#039;&#039;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=History/Adult_content&amp;diff=644813</id>
		<title>History/Adult content</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=History/Adult_content&amp;diff=644813"/>
		<updated>2009-11-04T17:19:56Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: Updated adult region count&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBtip|&#039;&#039;&#039;[[Linden_Lab_Official:What_are_the_different_types_of_Account_Verification%3F|Learn about the different types of Account Verification]]&#039;&#039;&#039; needed to access Adult Content!}}&lt;br /&gt;
&lt;br /&gt;
{{Help|Glossary=*}} {{RightToc}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This page compiles Adult Content info at-a-glance so you can easily see the history of what&#039;s happened and better understand what&#039;s to come.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During 2009, changes to the way adult content is handled in Second Life were made. The main goal of these changes is control over your experience: if you don&#039;t want to see adult content, you have that choice. If you do want to see it, provided you&#039;re account-verified, you can. The changes include:&lt;br /&gt;
&lt;br /&gt;
# Creating a new region maturity rating of &amp;quot;Adult&amp;quot;, in addition to the existing &amp;quot;PG&amp;quot; and &amp;quot;Mature&amp;quot;, &lt;br /&gt;
# Changing how the search functions work &lt;br /&gt;
# Requiring &amp;quot;verification&amp;quot; to access the adult regions and search settings, and &lt;br /&gt;
# Updating policy (Terms of Service, Community Standards, Knowledge Base articles, etc.) to go with these changes.&lt;br /&gt;
&lt;br /&gt;
To make these changes required updates to the server software (version 1.26 and later) which hosts grid Regions, and the Viewer software ([[Release_Notes/Second_Life_Release/1.23|version 1.23]] and later) which runs on your local computer. &lt;br /&gt;
&lt;br /&gt;
==Adult Content FAQ==&lt;br /&gt;
&lt;br /&gt;
For Frequently asked questions about this subject, please see the related [[Adult Content FAQ]] page.&lt;br /&gt;
&lt;br /&gt;
== Timetable ==&lt;br /&gt;
&lt;br /&gt;
# Initial Announcement - 12 Mar 2009&lt;br /&gt;
# Release of 1.23 client software - 15 Jun 2009&lt;br /&gt;
# New Adult mainland opens for visits - 15 Jun 2009&lt;br /&gt;
# Move tickets for Adult Mainland accepted - 29 Jun 2009 10am Pacific Time to 24 July 2009 10am Pacific Time&amp;lt;ref&amp;gt; [https://blogs.secondlife.com/community/land/blog/2009/07/03/a-zindra-update-more-land-on-the-way A Zindra Update] 3 July 2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
# Email notifications to landowners - Started 26 Aug 2009&lt;br /&gt;
# Auction of remaining Adult Mainland regions - Started 8 Sep 2009&amp;lt;ref&amp;gt; [https://blogs.secondlife.com/community/land/blog/2009/09/03/land-auctions-beginning-on-zindra Jack Linden Official Blog 03 Sep 2009] &amp;lt;/ref&amp;gt;&lt;br /&gt;
# End of policy transition period - 15 September 2009 &amp;lt;ref&amp;gt; Email received 25Aug 2009 &amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Region Ratings ==&lt;br /&gt;
&lt;br /&gt;
Previously there were only two ratings for map regions on the SL Main Grid: PG and Mature, and they were open to anyone to visit.  Now there is a new category, Adult, which only &amp;quot;verified&amp;quot; accounts with the right settings activated can visit.&lt;br /&gt;
&lt;br /&gt;
After 15 Sep 2009, publicly promoted &#039;&#039;&#039;Adult Content&#039;&#039;&#039; is supposed to be stored either on [[Region]]s on the newly built [[Zindra]] mainland &amp;quot;continent&amp;quot; or on private Regions having the &#039;&#039;Adult&#039;&#039; [[Region rating]]. Estate owners can set their region ratings as they choose, and it is expected they will change or create adult rated regions according to the demand for it. &lt;br /&gt;
&lt;br /&gt;
As of 1 Nov 2009, 1325 private regions were rated Adult, and 348 mainlaind regions (mostly Zindra).  Together they represent 5.69% of the 29,409 region total grid area &amp;lt;ref&amp;gt; [http://www.sluniverse.com/php/vb/virtual-business/8523-new-second-life-sims-past-19.html New SL Sims in the past week] Tyche Sheperd, 27 Sept 2009. &amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Zindra Move === &lt;br /&gt;
[[Image:ZindraCity.png|thumb|Kama City]]&lt;br /&gt;
&lt;br /&gt;
Previously existing mainland regions will not have their maturity rating changed.  Therefore mainland landowners with public adult content will need to either move to the new [[Zindra]] continent, which is all adult rated regions, or to Private regions which are rated adult. &lt;br /&gt;
&lt;br /&gt;
Existing venues which were significantly impacted by these adult changes were given a chance to move to Zindra via a {{slkb|6345|Support Ticket}}, submitted from 29 Jun 2009 until 24 July 2009. Approximately 850 move tickets were submitted.  The remaining land on Zindra started to be auctioned by Linden Lab starting 8 Sep 2009.  For those who need to migrate to Zindra this link may be helpful:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Move_build|Guide to moving builds from one Region to another]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Maps of [[Zindra]] as it has developed can be found on the linked page.  The most current map can be found on the [http://slurl.com/secondlife/Cloudville//// SLurl Map page]. The initial map of Zindra contained 157 regions.  Due to high demand, this was significantly increased during 3-10 July 2009.  At least 531 regions have been named, so Zindra could grow that large if there is enough demand for it.&lt;br /&gt;
&lt;br /&gt;
== Changes to Search ==&lt;br /&gt;
&lt;br /&gt;
There are three search functions: Internal to the viewer, and two on the website.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Viewer Search&#039;&#039;&#039; - Starting with version 1.23, there are check boxes in most tabs in Search for PG, Mature, and Adult.  This determines what kind of regions your results will come from, and what words may be filtered out of your query.  You can choose the checkboxes in different combinations (they are not exclusive), and use different settings on each tab.  If you are not &amp;quot;verified&amp;quot;, the adult checkbox will not be available (greyed out).&lt;br /&gt;
&lt;br /&gt;
If you do not have the adult checkbox active, certain input words to search will be &amp;quot;filtered&amp;quot;.  That means they are ignored as if you did not type them, and you get a message about it in the results window.  There are a few words which are filtered no matter what setting you use.  These refer to banned activities such as ageplay and gambling.  An additional 60 or so english words are filtered if you do not have the Adult box active, mostly referring to sexual activities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://search.secondlife.com/web/ search.secondlife.com]&#039;&#039;&#039; - Input words are always filtered on this search. Results from Adult regions, and parcels on other regions with the &amp;quot;Mature Content&amp;quot; flag set in &#039;&#039;&#039;About Land&#039;&#039;&#039; are excluded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://maps.secondlife.com/ maps.secondlife.com]&#039;&#039;&#039; - Input words are &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; filtered on this page. Results from Adult regions, and parcels on other regions with the &amp;quot;Mature Content&amp;quot; flag set in &#039;&#039;&#039;About Land&#039;&#039;&#039; are excluded. &lt;br /&gt;
&lt;br /&gt;
== Account Settings ==&lt;br /&gt;
To access Adult Content, you need to &amp;quot;verify&amp;quot; your account. [[Linden_Lab_Official:How_to_become_verified_as_an_adult|Learn how.]]&lt;br /&gt;
&lt;br /&gt;
== Documentation and Downloads ==&lt;br /&gt;
&lt;br /&gt;
Numerous changes have been made to Linden documents and software to incorporate the adult content changes.  This includes the Community Standards, Knowledge Base, and Wiki.&lt;br /&gt;
&lt;br /&gt;
=== [http://secondlife.com/corporate/cs.php Community Standards] ===&lt;br /&gt;
&lt;br /&gt;
The Community Standards, which govern behavior in Second Life were updated 25 Jun 2009, although enforcement was delayed until 15 Sep 2009 to allow landowners to move or change their content.  In particular item 5: &amp;quot;Adult Regions, Groups, and Listings&amp;quot; was changed.&lt;br /&gt;
&lt;br /&gt;
=== [[Knowledge Base]] ===&lt;br /&gt;
&#039;&#039;&#039;[[:Category:Adult|Visit Category:Adult]] to see Knowledge Base articles on the Wiki about Adult Content.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Viewer Downloads ===&lt;br /&gt;
&lt;br /&gt;
* [http://secondlife.com/support/downloads.php Official Download Site for Latest version (currently 1.23)]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Some people have trouble running this version of the official Viewer, you may want to check [[alternate viewers]]:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Old_versions|Older official versions]]&lt;br /&gt;
* [[Snowglobe|Snowglobe 1.0: Beta viewer that uses HTTP communication]]&lt;br /&gt;
* [[Downloads#Third-party_Viewers|Third Party Viewers]]&lt;br /&gt;
* [http://nicholaz-beresford.blogspot.com/ More links to third party viewers]&lt;br /&gt;
&lt;br /&gt;
Only alternate versions based on the official 1.23 version or later will have all the adult features.&lt;br /&gt;
&lt;br /&gt;
== Discussion ==&lt;br /&gt;
&lt;br /&gt;
Extensive discussion of these changes occurred since they were first announced:&lt;br /&gt;
&lt;br /&gt;
=== Blog posts ===&lt;br /&gt;
* 2009-07-03 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/land/blog/2009/07/03/a-zindra-update-more-land-on-the-way A Zindra Update: More Land on the way!]&#039;&#039;&#039;&lt;br /&gt;
* 2009-06-26 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/land/blog/2009/06/26/zindra-an-update Zindra: An Update]&#039;&#039;&#039;&lt;br /&gt;
* 2009-06-15 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/land/blog/2009/06/15/welcome-to-zindra Welcome to Zindra]&#039;&#039;&#039;&lt;br /&gt;
* 2009-06-10 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/technology/blog/2009/06/10/search-and-adult-content Search and Adult Content]&#039;&#039;&#039;&lt;br /&gt;
** [http://blogs.secondlife.com/thread/1401 Search and Adult Content Discussion]&lt;br /&gt;
* 2009-06-01 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/features/blog/2009/06/01/adult-content-changes-in-summary Adult Content Changes in Summary]&#039;&#039;&#039;&lt;br /&gt;
** [http://blogs.secondlife.com/thread/1315 Adult Content Changes Discussion]&lt;br /&gt;
* 2009-04-21 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/community/blog/2009/04/21/update--upcoming-changes-for-adult-content Update - Upcoming Changes for Adult Content]&#039;&#039;&#039;&lt;br /&gt;
* 2009-03-25 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/community/blog/2009/03/25/follow-up-adult-content-changes Follow Up: Adult Content Changes]&#039;&#039;&#039;&lt;br /&gt;
* 2009-03-12 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/community/blog/2009/03/12/upcoming-changes-for-adult-content Upcoming Changes for Adult Content]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Press releases ===&lt;br /&gt;
* 2009-04-21 - &#039;&#039;&#039;[http://lindenlab.com/pressroom/releases/21_04_09 Linden Lab Ushers in New Era of Second Life with Initiative to Customize The Experience for Each User]&#039;&#039;&#039; - Also available in French, German, and Japanese.&lt;br /&gt;
&lt;br /&gt;
=== Inworld meetings ===&lt;br /&gt;
These are transcripts of &amp;quot;Adult Oriented content controls&amp;quot; meetings.&lt;br /&gt;
&lt;br /&gt;
* 2009-05-11 - &#039;&#039;&#039;[http://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=6317 Followup definitions meeting transcript]&#039;&#039;&#039; - [http://s3.amazonaws.com/static-secondlife-com/media/mp3/Definitions_BB.mp3 Download MP3 audio]&lt;br /&gt;
* 2009-04-17 - &#039;&#039;&#039;[http://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=6287 Definitions meeting transcript]&#039;&#039;&#039; - [http://clearspace.s3.amazonaws.com/podcasts/Brown_Bag_Meeting_to_Discuss_AO_Definitions.mp3 Download MP3 audio]&lt;br /&gt;
* 2009-04-16 - &#039;&#039;&#039;[http://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=6286 Landowner meeting transcript]&#039;&#039;&#039; - [http://clearspace.s3.amazonaws.com/podcasts/Brown_Bag_Meeting_with_Landowners_on_AO.mp3 Download MP3 audio]&lt;br /&gt;
* 2009-03-27 - &#039;&#039;&#039;[http://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=6285 Merchant meeting transcript]&#039;&#039;&#039; - [http://s3.amazonaws.com/clearspace/podcasts/Brown%20Bag%20Meeting%20with%20Merchants%20on%20AO.mp3 Download MP3 audio]&lt;br /&gt;
* 2009-03-25 - &#039;&#039;&#039;[http://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=6284 Educator meeting transcript]&#039;&#039;&#039; - [http://s3.amazonaws.com/clearspace/podcasts/Brown%20Bag%20Meeting%20with%20Educators%20on%20AO.mp3 Download MP3 audio]&lt;br /&gt;
* 2009-03-24 - &#039;&#039;&#039;[[Adult Content Forum Transcript]]&#039;&#039;&#039; - [http://s3.amazonaws.com/clearspace/podcasts/Brown%20Bag%20Meeting%20with%20Solution%20Providers%20on%20AO.mp3 Download MP3 audio]&lt;br /&gt;
&lt;br /&gt;
=== Forum Threads ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?p=2413766#post2413766 RC Questions]&#039;&#039;&#039;&lt;br /&gt;
:Opened 01 May 2009, Closed 01 Jun 2009, 2,864 posts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?t=314444 Upcoming Changes for Adult Content: Answers to Questions]&#039;&#039;&#039;&lt;br /&gt;
:Opened 31 Mar 2009, Closed 01 May 2009, 7,408 posts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?t=312352 Main Forum Thread]&#039;&#039;&#039;&lt;br /&gt;
:Opened 17 Mar 2009, Closed 31 Mar 2009, 4,676 posts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?t=311514 Motivations and Goals]&#039;&#039;&#039;&lt;br /&gt;
:Opened 12 Mar 2009, Closed 17 Mar 2009, 890 posts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?t=311513 Definitions]&#039;&#039;&#039;&lt;br /&gt;
:Opened 12 Mar 2009, Closed 17 Mar 2009, 488 posts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?t=311512 Account Verification for Accessing Adult Content]&#039;&#039;&#039;&lt;br /&gt;
:Opened 12 Mar 2009, Closed 17 Mar 2009, 365 posts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?t=311511 Filtering Adult Content in Search and Classifieds]&#039;&#039;&#039;&lt;br /&gt;
:Opened 12 Mar 2009, Closed 17 Mar 2009, 96 posts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?t=311510 Geographical Separation of Adult Content]&#039;&#039;&#039;&lt;br /&gt;
:Opened 12 Mar 2009, Closed 17 Mar 2009, 1,044 posts&lt;br /&gt;
&lt;br /&gt;
Forum posts by Blondin Linden: [Note: the official status of these answers is not known]&lt;br /&gt;
* [http://forums.secondlife.com/showpost.php?p=2406010&amp;amp;postcount=5465 2009-04-28] - [[Keywords Qualify for Landswap]].&lt;br /&gt;
* [http://forums.secondlife.com/showpost.php?p=2405967&amp;amp;postcount=5453 2009-04-27] - [[Private Parties are OK]]&lt;br /&gt;
* [http://forums.secondlife.com/showpost.php?p=2405972&amp;amp;postcount=5455 2009-04-27] - [[Living Above the Store]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2392783#post2392783 2009-04-26] - [[Blondin Linden Post 2392783]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2390187#post2390187 2009-04-14] - [[Blondin Linden Post 2390187]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2390184#post2390184 2009-04-14] - [[Blondin Linden Post 2390184]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2384315#post2384315 2009-04-08] - [[Blondin Linden Post 2384315]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2383239#post2383239 2009-04-07] - [[Blondin Linden Post 2383239]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2382260#post2382260 2009-04-06] - [[Blondin Linden Post 2382260]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2379542#post2379542 2009-04-03] - [[Blondin Linden Post 2379542]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2378595#post2378595 2009-04-02] - [[Blondin Linden Post 2378595]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2376259#post2376259 2009-04-01] - [[Blondin Linden Post 2376259]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2375414#post2375414 2009-03-31] - [[Blondin Linden Post 2375414]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2354253#post2354253 2009-03-13] - [[Nudity in Mature Regions]]&lt;br /&gt;
&lt;br /&gt;
===[[Issue Tracker]]===&lt;br /&gt;
* {{Jira|SVC-4149|Meta Issue for Adult content filtering problems}} - &amp;quot;To track any content that has been incorrectly marked as Adult by the search filters&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Commentary ==&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showpost.php?p=2395717&amp;amp;postcount=3208 Kira Welty&#039;s Summary]&lt;br /&gt;
&lt;br /&gt;
* [http://satiateddesires.wordpress.com/2009/04/29/second-life-adult-content-changes-how-theyll-affect-you/ Satiated Desires Blog Summary]&lt;br /&gt;
&lt;br /&gt;
== Footnotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* &#039;&#039;&#039;[[:Category:Adult]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Adult]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=History/Adult_content&amp;diff=600143</id>
		<title>History/Adult content</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=History/Adult_content&amp;diff=600143"/>
		<updated>2009-10-15T17:39:46Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: /* Region Ratings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBtip|&#039;&#039;&#039;[[Linden_Lab_Official:What_are_the_different_types_of_Account_Verification%3F|Learn about the different types of Account Verification]]&#039;&#039;&#039; needed to access Adult Content!}}&lt;br /&gt;
&lt;br /&gt;
{{Help|Glossary=*}} {{RightToc}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This page compiles Adult Content info at-a-glance so you can easily see the history of what&#039;s happened and better understand what&#039;s to come.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During 2009, changes to the way adult content is handled in Second Life were made. The main goal of these changes is control over your experience: if you don&#039;t want to see adult content, you have that choice. If you do want to see it, provided you&#039;re account-verified, you can. The changes include:&lt;br /&gt;
&lt;br /&gt;
# Creating a new region maturity rating of &amp;quot;Adult&amp;quot;, in addition to the existing &amp;quot;PG&amp;quot; and &amp;quot;Mature&amp;quot;, &lt;br /&gt;
# Changing how the search functions work &lt;br /&gt;
# Requiring &amp;quot;verification&amp;quot; to access the adult regions and search settings, and &lt;br /&gt;
# Updating policy (Terms of Service, Community Standards, Knowledge Base articles, etc.) to go with these changes.&lt;br /&gt;
&lt;br /&gt;
To make these changes required updates to the server software (version 1.26 and later) which hosts grid Regions, and the Viewer software ([[Release_Notes/Second_Life_Release/1.23|version 1.23]] and later) which runs on your local computer. &lt;br /&gt;
&lt;br /&gt;
==Adult Content FAQ==&lt;br /&gt;
&lt;br /&gt;
For Frequently asked questions about this subject, please see the related [[Adult Content FAQ]] page.&lt;br /&gt;
&lt;br /&gt;
== Timetable ==&lt;br /&gt;
&lt;br /&gt;
# Initial Announcement - 12 Mar 2009&lt;br /&gt;
# Release of 1.23 client software - 15 Jun 2009&lt;br /&gt;
# New Adult mainland opens for visits - 15 Jun 2009&lt;br /&gt;
# Move tickets for Adult Mainland accepted - 29 Jun 2009 10am Pacific Time to 24 July 2009 10am Pacific Time&amp;lt;ref&amp;gt; [https://blogs.secondlife.com/community/land/blog/2009/07/03/a-zindra-update-more-land-on-the-way A Zindra Update] 3 July 2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
# Email notifications to landowners - Started 26 Aug 2009&lt;br /&gt;
# Auction of remaining Adult Mainland regions - Started 8 Sep 2009&amp;lt;ref&amp;gt; [https://blogs.secondlife.com/community/land/blog/2009/09/03/land-auctions-beginning-on-zindra Jack Linden Official Blog 03 Sep 2009] &amp;lt;/ref&amp;gt;&lt;br /&gt;
# End of policy transition period - 15 September 2009 &amp;lt;ref&amp;gt; Email received 25Aug 2009 &amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Region Ratings ==&lt;br /&gt;
&lt;br /&gt;
Previously there were only two ratings for map regions on the SL Main Grid: PG and Mature, and they were open to anyone to visit.  Now there is a new category, Adult, which only &amp;quot;verified&amp;quot; accounts with the right settings activated can visit.&lt;br /&gt;
&lt;br /&gt;
After 15 Sep 2009, publicly promoted &#039;&#039;&#039;Adult Content&#039;&#039;&#039; is supposed to be stored either on [[Region]]s on the newly built [[Zindra]] mainland &amp;quot;continent&amp;quot; or on private Regions having the &#039;&#039;Adult&#039;&#039; [[Region rating]]. Estate owners can set their region ratings as they choose, and it is expected they will change or create adult rated regions according to the demand for it. &lt;br /&gt;
&lt;br /&gt;
As of 11 Oct 2009, 1279 private regions were rated Adult, and 313 mainlaind regions (mostly Zindra).  Together they represent 5.42% of the 29,383 region total grid area &amp;lt;ref&amp;gt; [http://www.sluniverse.com/php/vb/virtual-business/8523-new-second-life-sims-past-19.html New SL Sims in the past week] Tyche Sheperd, 27 Sept 2009. &amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Zindra Move === &lt;br /&gt;
[[Image:ZindraCity.png|thumb|Kama City]]&lt;br /&gt;
&lt;br /&gt;
Previously existing mainland regions will not have their maturity rating changed.  Therefore mainland landowners with public adult content will need to either move to the new [[Zindra]] continent, which is all adult rated regions, or to Private regions which are rated adult. &lt;br /&gt;
&lt;br /&gt;
Existing venues which were significantly impacted by these adult changes were given a chance to move to Zindra via a {{slkb|6345|Support Ticket}}, submitted from 29 Jun 2009 until 24 July 2009. Approximately 850 move tickets were submitted.  The remaining land on Zindra started to be auctioned by Linden Lab starting 8 Sep 2009.  For those who need to migrate to Zindra this link may be helpful:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Move_build|Guide to moving builds from one Region to another]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Maps of [[Zindra]] as it has developed can be found on the linked page.  The most current map can be found on the [http://slurl.com/secondlife/Cloudville//// SLurl Map page]. The initial map of Zindra contained 157 regions.  Due to high demand, this was significantly increased during 3-10 July 2009.  At least 531 regions have been named, so Zindra could grow that large if there is enough demand for it.&lt;br /&gt;
&lt;br /&gt;
== Changes to Search ==&lt;br /&gt;
&lt;br /&gt;
There are three search functions: Internal to the viewer, and two on the website.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Viewer Search&#039;&#039;&#039; - Starting with version 1.23, there are check boxes in most tabs in Search for PG, Mature, and Adult.  This determines what kind of regions your results will come from, and what words may be filtered out of your query.  You can choose the checkboxes in different combinations (they are not exclusive), and use different settings on each tab.  If you are not &amp;quot;verified&amp;quot;, the adult checkbox will not be available (greyed out).&lt;br /&gt;
&lt;br /&gt;
If you do not have the adult checkbox active, certain input words to search will be &amp;quot;filtered&amp;quot;.  That means they are ignored as if you did not type them, and you get a message about it in the results window.  There are a few words which are filtered no matter what setting you use.  These refer to banned activities such as ageplay and gambling.  An additional 60 or so english words are filtered if you do not have the Adult box active, mostly referring to sexual activities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://search.secondlife.com/web/ search.secondlife.com]&#039;&#039;&#039; - Input words are always filtered on this search. Results from Adult regions, and parcels on other regions with the &amp;quot;Mature Content&amp;quot; flag set in &#039;&#039;&#039;About Land&#039;&#039;&#039; are excluded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://maps.secondlife.com/ maps.secondlife.com]&#039;&#039;&#039; - Input words are &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; filtered on this page. Results from Adult regions, and parcels on other regions with the &amp;quot;Mature Content&amp;quot; flag set in &#039;&#039;&#039;About Land&#039;&#039;&#039; are excluded. &lt;br /&gt;
&lt;br /&gt;
== Account Settings ==&lt;br /&gt;
To access Adult Content, you need to &amp;quot;verify&amp;quot; your account. [[Linden_Lab_Official:How_to_become_verified_as_an_adult|Learn how.]]&lt;br /&gt;
&lt;br /&gt;
== Documentation and Downloads ==&lt;br /&gt;
&lt;br /&gt;
Numerous changes have been made to Linden documents and software to incorporate the adult content changes.  This includes the Community Standards, Knowledge Base, and Wiki.&lt;br /&gt;
&lt;br /&gt;
=== [http://secondlife.com/corporate/cs.php Community Standards] ===&lt;br /&gt;
&lt;br /&gt;
The Community Standards, which govern behavior in Second Life were updated 25 Jun 2009, although enforcement was delayed until 15 Sep 2009 to allow landowners to move or change their content.  In particular item 5: &amp;quot;Adult Regions, Groups, and Listings&amp;quot; was changed.&lt;br /&gt;
&lt;br /&gt;
=== [[Knowledge Base]] ===&lt;br /&gt;
&#039;&#039;&#039;[[:Category:Adult|Visit Category:Adult]] to see Knowledge Base articles on the Wiki about Adult Content.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Viewer Downloads ===&lt;br /&gt;
&lt;br /&gt;
* [http://secondlife.com/support/downloads.php Official Download Site for Latest version (currently 1.23)]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Some people have trouble running this version of the official Viewer, you may want to check [[alternate viewers]]:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Old_versions|Older official versions]]&lt;br /&gt;
* [[Snowglobe|Snowglobe 1.0: Beta viewer that uses HTTP communication]]&lt;br /&gt;
* [[Downloads#Third-party_Viewers|Third Party Viewers]]&lt;br /&gt;
* [http://nicholaz-beresford.blogspot.com/ More links to third party viewers]&lt;br /&gt;
&lt;br /&gt;
Only alternate versions based on the official 1.23 version or later will have all the adult features.&lt;br /&gt;
&lt;br /&gt;
== Discussion ==&lt;br /&gt;
&lt;br /&gt;
Extensive discussion of these changes occurred since they were first announced:&lt;br /&gt;
&lt;br /&gt;
=== Blog posts ===&lt;br /&gt;
* 2009-07-03 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/land/blog/2009/07/03/a-zindra-update-more-land-on-the-way A Zindra Update: More Land on the way!]&#039;&#039;&#039;&lt;br /&gt;
* 2009-06-26 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/land/blog/2009/06/26/zindra-an-update Zindra: An Update]&#039;&#039;&#039;&lt;br /&gt;
* 2009-06-15 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/land/blog/2009/06/15/welcome-to-zindra Welcome to Zindra]&#039;&#039;&#039;&lt;br /&gt;
* 2009-06-10 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/technology/blog/2009/06/10/search-and-adult-content Search and Adult Content]&#039;&#039;&#039;&lt;br /&gt;
** [http://blogs.secondlife.com/thread/1401 Search and Adult Content Discussion]&lt;br /&gt;
* 2009-06-01 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/features/blog/2009/06/01/adult-content-changes-in-summary Adult Content Changes in Summary]&#039;&#039;&#039;&lt;br /&gt;
** [http://blogs.secondlife.com/thread/1315 Adult Content Changes Discussion]&lt;br /&gt;
* 2009-04-21 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/community/blog/2009/04/21/update--upcoming-changes-for-adult-content Update - Upcoming Changes for Adult Content]&#039;&#039;&#039;&lt;br /&gt;
* 2009-03-25 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/community/blog/2009/03/25/follow-up-adult-content-changes Follow Up: Adult Content Changes]&#039;&#039;&#039;&lt;br /&gt;
* 2009-03-12 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/community/blog/2009/03/12/upcoming-changes-for-adult-content Upcoming Changes for Adult Content]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Press releases ===&lt;br /&gt;
* 2009-04-21 - &#039;&#039;&#039;[http://lindenlab.com/pressroom/releases/21_04_09 Linden Lab Ushers in New Era of Second Life with Initiative to Customize The Experience for Each User]&#039;&#039;&#039; - Also available in French, German, and Japanese.&lt;br /&gt;
&lt;br /&gt;
=== Inworld meetings ===&lt;br /&gt;
These are transcripts of &amp;quot;Adult Oriented content controls&amp;quot; meetings.&lt;br /&gt;
&lt;br /&gt;
* 2009-05-11 - &#039;&#039;&#039;[http://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=6317 Followup definitions meeting transcript]&#039;&#039;&#039; - [http://s3.amazonaws.com/static-secondlife-com/media/mp3/Definitions_BB.mp3 Download MP3 audio]&lt;br /&gt;
* 2009-04-17 - &#039;&#039;&#039;[http://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=6287 Definitions meeting transcript]&#039;&#039;&#039; - [http://clearspace.s3.amazonaws.com/podcasts/Brown_Bag_Meeting_to_Discuss_AO_Definitions.mp3 Download MP3 audio]&lt;br /&gt;
* 2009-04-16 - &#039;&#039;&#039;[http://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=6286 Landowner meeting transcript]&#039;&#039;&#039; - [http://clearspace.s3.amazonaws.com/podcasts/Brown_Bag_Meeting_with_Landowners_on_AO.mp3 Download MP3 audio]&lt;br /&gt;
* 2009-03-27 - &#039;&#039;&#039;[http://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=6285 Merchant meeting transcript]&#039;&#039;&#039; - [http://s3.amazonaws.com/clearspace/podcasts/Brown%20Bag%20Meeting%20with%20Merchants%20on%20AO.mp3 Download MP3 audio]&lt;br /&gt;
* 2009-03-25 - &#039;&#039;&#039;[http://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=6284 Educator meeting transcript]&#039;&#039;&#039; - [http://s3.amazonaws.com/clearspace/podcasts/Brown%20Bag%20Meeting%20with%20Educators%20on%20AO.mp3 Download MP3 audio]&lt;br /&gt;
* 2009-03-24 - &#039;&#039;&#039;[[Adult Content Forum Transcript]]&#039;&#039;&#039; - [http://s3.amazonaws.com/clearspace/podcasts/Brown%20Bag%20Meeting%20with%20Solution%20Providers%20on%20AO.mp3 Download MP3 audio]&lt;br /&gt;
&lt;br /&gt;
=== Forum Threads ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?p=2413766#post2413766 RC Questions]&#039;&#039;&#039;&lt;br /&gt;
:Opened 01 May 2009, Closed 01 Jun 2009, 2,864 posts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?t=314444 Upcoming Changes for Adult Content: Answers to Questions]&#039;&#039;&#039;&lt;br /&gt;
:Opened 31 Mar 2009, Closed 01 May 2009, 7,408 posts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?t=312352 Main Forum Thread]&#039;&#039;&#039;&lt;br /&gt;
:Opened 17 Mar 2009, Closed 31 Mar 2009, 4,676 posts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?t=311514 Motivations and Goals]&#039;&#039;&#039;&lt;br /&gt;
:Opened 12 Mar 2009, Closed 17 Mar 2009, 890 posts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?t=311513 Definitions]&#039;&#039;&#039;&lt;br /&gt;
:Opened 12 Mar 2009, Closed 17 Mar 2009, 488 posts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?t=311512 Account Verification for Accessing Adult Content]&#039;&#039;&#039;&lt;br /&gt;
:Opened 12 Mar 2009, Closed 17 Mar 2009, 365 posts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?t=311511 Filtering Adult Content in Search and Classifieds]&#039;&#039;&#039;&lt;br /&gt;
:Opened 12 Mar 2009, Closed 17 Mar 2009, 96 posts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?t=311510 Geographical Separation of Adult Content]&#039;&#039;&#039;&lt;br /&gt;
:Opened 12 Mar 2009, Closed 17 Mar 2009, 1,044 posts&lt;br /&gt;
&lt;br /&gt;
Forum posts by Blondin Linden: [Note: the official status of these answers is not known]&lt;br /&gt;
* [http://forums.secondlife.com/showpost.php?p=2406010&amp;amp;postcount=5465 2009-04-28] - [[Keywords Qualify for Landswap]].&lt;br /&gt;
* [http://forums.secondlife.com/showpost.php?p=2405967&amp;amp;postcount=5453 2009-04-27] - [[Private Parties are OK]]&lt;br /&gt;
* [http://forums.secondlife.com/showpost.php?p=2405972&amp;amp;postcount=5455 2009-04-27] - [[Living Above the Store]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2392783#post2392783 2009-04-26] - [[Blondin Linden Post 2392783]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2390187#post2390187 2009-04-14] - [[Blondin Linden Post 2390187]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2390184#post2390184 2009-04-14] - [[Blondin Linden Post 2390184]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2384315#post2384315 2009-04-08] - [[Blondin Linden Post 2384315]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2383239#post2383239 2009-04-07] - [[Blondin Linden Post 2383239]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2382260#post2382260 2009-04-06] - [[Blondin Linden Post 2382260]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2379542#post2379542 2009-04-03] - [[Blondin Linden Post 2379542]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2378595#post2378595 2009-04-02] - [[Blondin Linden Post 2378595]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2376259#post2376259 2009-04-01] - [[Blondin Linden Post 2376259]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2375414#post2375414 2009-03-31] - [[Blondin Linden Post 2375414]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2354253#post2354253 2009-03-13] - [[Nudity in Mature Regions]]&lt;br /&gt;
&lt;br /&gt;
===[[Issue Tracker]]===&lt;br /&gt;
* {{Jira|SVC-4149|Meta Issue for Adult content filtering problems}} - &amp;quot;To track any content that has been incorrectly marked as Adult by the search filters&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Commentary ==&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showpost.php?p=2395717&amp;amp;postcount=3208 Kira Welty&#039;s Summary]&lt;br /&gt;
&lt;br /&gt;
* [http://satiateddesires.wordpress.com/2009/04/29/second-life-adult-content-changes-how-theyll-affect-you/ Satiated Desires Blog Summary]&lt;br /&gt;
&lt;br /&gt;
== Footnotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* &#039;&#039;&#039;[[:Category:Adult]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Adult]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=History/Adult_content&amp;diff=600123</id>
		<title>History/Adult content</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=History/Adult_content&amp;diff=600123"/>
		<updated>2009-10-15T17:39:11Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: Updated adult region count&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBtip|&#039;&#039;&#039;[[Linden_Lab_Official:What_are_the_different_types_of_Account_Verification%3F|Learn about the different types of Account Verification]]&#039;&#039;&#039; needed to access Adult Content!}}&lt;br /&gt;
&lt;br /&gt;
{{Help|Glossary=*}} {{RightToc}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This page compiles Adult Content info at-a-glance so you can easily see the history of what&#039;s happened and better understand what&#039;s to come.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During 2009, changes to the way adult content is handled in Second Life were made. The main goal of these changes is control over your experience: if you don&#039;t want to see adult content, you have that choice. If you do want to see it, provided you&#039;re account-verified, you can. The changes include:&lt;br /&gt;
&lt;br /&gt;
# Creating a new region maturity rating of &amp;quot;Adult&amp;quot;, in addition to the existing &amp;quot;PG&amp;quot; and &amp;quot;Mature&amp;quot;, &lt;br /&gt;
# Changing how the search functions work &lt;br /&gt;
# Requiring &amp;quot;verification&amp;quot; to access the adult regions and search settings, and &lt;br /&gt;
# Updating policy (Terms of Service, Community Standards, Knowledge Base articles, etc.) to go with these changes.&lt;br /&gt;
&lt;br /&gt;
To make these changes required updates to the server software (version 1.26 and later) which hosts grid Regions, and the Viewer software ([[Release_Notes/Second_Life_Release/1.23|version 1.23]] and later) which runs on your local computer. &lt;br /&gt;
&lt;br /&gt;
==Adult Content FAQ==&lt;br /&gt;
&lt;br /&gt;
For Frequently asked questions about this subject, please see the related [[Adult Content FAQ]] page.&lt;br /&gt;
&lt;br /&gt;
== Timetable ==&lt;br /&gt;
&lt;br /&gt;
# Initial Announcement - 12 Mar 2009&lt;br /&gt;
# Release of 1.23 client software - 15 Jun 2009&lt;br /&gt;
# New Adult mainland opens for visits - 15 Jun 2009&lt;br /&gt;
# Move tickets for Adult Mainland accepted - 29 Jun 2009 10am Pacific Time to 24 July 2009 10am Pacific Time&amp;lt;ref&amp;gt; [https://blogs.secondlife.com/community/land/blog/2009/07/03/a-zindra-update-more-land-on-the-way A Zindra Update] 3 July 2009&amp;lt;/ref&amp;gt;&lt;br /&gt;
# Email notifications to landowners - Started 26 Aug 2009&lt;br /&gt;
# Auction of remaining Adult Mainland regions - Started 8 Sep 2009&amp;lt;ref&amp;gt; [https://blogs.secondlife.com/community/land/blog/2009/09/03/land-auctions-beginning-on-zindra Jack Linden Official Blog 03 Sep 2009] &amp;lt;/ref&amp;gt;&lt;br /&gt;
# End of policy transition period - 15 September 2009 &amp;lt;ref&amp;gt; Email received 25Aug 2009 &amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Region Ratings ==&lt;br /&gt;
&lt;br /&gt;
Previously there were only two ratings for map regions on the SL Main Grid: PG and Mature, and they were open to anyone to visit.  Now there is a new category, Adult, which only &amp;quot;verified&amp;quot; accounts with the right settings activated can visit.&lt;br /&gt;
&lt;br /&gt;
After 15 Sep 2009, publicly promoted &#039;&#039;&#039;Adult Content&#039;&#039;&#039; is supposed to be stored either on [[Region]]s on the newly built [[Zindra]] mainland &amp;quot;continent&amp;quot; or on private Regions having the &#039;&#039;Adult&#039;&#039; [[Region rating]]. Estate owners can set their region ratings as they choose, and it is expected they will change or create adult rated regions according to the demand for it. &lt;br /&gt;
&lt;br /&gt;
As of 1 Oct 2009, 1279 private regions were rated Adult, and 313 mainlaind regions (mostly Zindra).  Together they represent 5.42% of the 29,383 region total grid area &amp;lt;ref&amp;gt; [http://www.sluniverse.com/php/vb/virtual-business/8523-new-second-life-sims-past-19.html New SL Sims in the past week] Tyche Sheperd, 27 Sept 2009. &amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Zindra Move === &lt;br /&gt;
[[Image:ZindraCity.png|thumb|Kama City]]&lt;br /&gt;
&lt;br /&gt;
Previously existing mainland regions will not have their maturity rating changed.  Therefore mainland landowners with public adult content will need to either move to the new [[Zindra]] continent, which is all adult rated regions, or to Private regions which are rated adult. &lt;br /&gt;
&lt;br /&gt;
Existing venues which were significantly impacted by these adult changes were given a chance to move to Zindra via a {{slkb|6345|Support Ticket}}, submitted from 29 Jun 2009 until 24 July 2009. Approximately 850 move tickets were submitted.  The remaining land on Zindra started to be auctioned by Linden Lab starting 8 Sep 2009.  For those who need to migrate to Zindra this link may be helpful:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Move_build|Guide to moving builds from one Region to another]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Maps of [[Zindra]] as it has developed can be found on the linked page.  The most current map can be found on the [http://slurl.com/secondlife/Cloudville//// SLurl Map page]. The initial map of Zindra contained 157 regions.  Due to high demand, this was significantly increased during 3-10 July 2009.  At least 531 regions have been named, so Zindra could grow that large if there is enough demand for it.&lt;br /&gt;
&lt;br /&gt;
== Changes to Search ==&lt;br /&gt;
&lt;br /&gt;
There are three search functions: Internal to the viewer, and two on the website.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Viewer Search&#039;&#039;&#039; - Starting with version 1.23, there are check boxes in most tabs in Search for PG, Mature, and Adult.  This determines what kind of regions your results will come from, and what words may be filtered out of your query.  You can choose the checkboxes in different combinations (they are not exclusive), and use different settings on each tab.  If you are not &amp;quot;verified&amp;quot;, the adult checkbox will not be available (greyed out).&lt;br /&gt;
&lt;br /&gt;
If you do not have the adult checkbox active, certain input words to search will be &amp;quot;filtered&amp;quot;.  That means they are ignored as if you did not type them, and you get a message about it in the results window.  There are a few words which are filtered no matter what setting you use.  These refer to banned activities such as ageplay and gambling.  An additional 60 or so english words are filtered if you do not have the Adult box active, mostly referring to sexual activities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://search.secondlife.com/web/ search.secondlife.com]&#039;&#039;&#039; - Input words are always filtered on this search. Results from Adult regions, and parcels on other regions with the &amp;quot;Mature Content&amp;quot; flag set in &#039;&#039;&#039;About Land&#039;&#039;&#039; are excluded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://maps.secondlife.com/ maps.secondlife.com]&#039;&#039;&#039; - Input words are &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; filtered on this page. Results from Adult regions, and parcels on other regions with the &amp;quot;Mature Content&amp;quot; flag set in &#039;&#039;&#039;About Land&#039;&#039;&#039; are excluded. &lt;br /&gt;
&lt;br /&gt;
== Account Settings ==&lt;br /&gt;
To access Adult Content, you need to &amp;quot;verify&amp;quot; your account. [[Linden_Lab_Official:How_to_become_verified_as_an_adult|Learn how.]]&lt;br /&gt;
&lt;br /&gt;
== Documentation and Downloads ==&lt;br /&gt;
&lt;br /&gt;
Numerous changes have been made to Linden documents and software to incorporate the adult content changes.  This includes the Community Standards, Knowledge Base, and Wiki.&lt;br /&gt;
&lt;br /&gt;
=== [http://secondlife.com/corporate/cs.php Community Standards] ===&lt;br /&gt;
&lt;br /&gt;
The Community Standards, which govern behavior in Second Life were updated 25 Jun 2009, although enforcement was delayed until 15 Sep 2009 to allow landowners to move or change their content.  In particular item 5: &amp;quot;Adult Regions, Groups, and Listings&amp;quot; was changed.&lt;br /&gt;
&lt;br /&gt;
=== [[Knowledge Base]] ===&lt;br /&gt;
&#039;&#039;&#039;[[:Category:Adult|Visit Category:Adult]] to see Knowledge Base articles on the Wiki about Adult Content.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Viewer Downloads ===&lt;br /&gt;
&lt;br /&gt;
* [http://secondlife.com/support/downloads.php Official Download Site for Latest version (currently 1.23)]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Some people have trouble running this version of the official Viewer, you may want to check [[alternate viewers]]:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Old_versions|Older official versions]]&lt;br /&gt;
* [[Snowglobe|Snowglobe 1.0: Beta viewer that uses HTTP communication]]&lt;br /&gt;
* [[Downloads#Third-party_Viewers|Third Party Viewers]]&lt;br /&gt;
* [http://nicholaz-beresford.blogspot.com/ More links to third party viewers]&lt;br /&gt;
&lt;br /&gt;
Only alternate versions based on the official 1.23 version or later will have all the adult features.&lt;br /&gt;
&lt;br /&gt;
== Discussion ==&lt;br /&gt;
&lt;br /&gt;
Extensive discussion of these changes occurred since they were first announced:&lt;br /&gt;
&lt;br /&gt;
=== Blog posts ===&lt;br /&gt;
* 2009-07-03 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/land/blog/2009/07/03/a-zindra-update-more-land-on-the-way A Zindra Update: More Land on the way!]&#039;&#039;&#039;&lt;br /&gt;
* 2009-06-26 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/land/blog/2009/06/26/zindra-an-update Zindra: An Update]&#039;&#039;&#039;&lt;br /&gt;
* 2009-06-15 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/land/blog/2009/06/15/welcome-to-zindra Welcome to Zindra]&#039;&#039;&#039;&lt;br /&gt;
* 2009-06-10 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/technology/blog/2009/06/10/search-and-adult-content Search and Adult Content]&#039;&#039;&#039;&lt;br /&gt;
** [http://blogs.secondlife.com/thread/1401 Search and Adult Content Discussion]&lt;br /&gt;
* 2009-06-01 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/features/blog/2009/06/01/adult-content-changes-in-summary Adult Content Changes in Summary]&#039;&#039;&#039;&lt;br /&gt;
** [http://blogs.secondlife.com/thread/1315 Adult Content Changes Discussion]&lt;br /&gt;
* 2009-04-21 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/community/blog/2009/04/21/update--upcoming-changes-for-adult-content Update - Upcoming Changes for Adult Content]&#039;&#039;&#039;&lt;br /&gt;
* 2009-03-25 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/community/blog/2009/03/25/follow-up-adult-content-changes Follow Up: Adult Content Changes]&#039;&#039;&#039;&lt;br /&gt;
* 2009-03-12 - &#039;&#039;&#039;[http://blogs.secondlife.com/community/community/blog/2009/03/12/upcoming-changes-for-adult-content Upcoming Changes for Adult Content]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Press releases ===&lt;br /&gt;
* 2009-04-21 - &#039;&#039;&#039;[http://lindenlab.com/pressroom/releases/21_04_09 Linden Lab Ushers in New Era of Second Life with Initiative to Customize The Experience for Each User]&#039;&#039;&#039; - Also available in French, German, and Japanese.&lt;br /&gt;
&lt;br /&gt;
=== Inworld meetings ===&lt;br /&gt;
These are transcripts of &amp;quot;Adult Oriented content controls&amp;quot; meetings.&lt;br /&gt;
&lt;br /&gt;
* 2009-05-11 - &#039;&#039;&#039;[http://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=6317 Followup definitions meeting transcript]&#039;&#039;&#039; - [http://s3.amazonaws.com/static-secondlife-com/media/mp3/Definitions_BB.mp3 Download MP3 audio]&lt;br /&gt;
* 2009-04-17 - &#039;&#039;&#039;[http://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=6287 Definitions meeting transcript]&#039;&#039;&#039; - [http://clearspace.s3.amazonaws.com/podcasts/Brown_Bag_Meeting_to_Discuss_AO_Definitions.mp3 Download MP3 audio]&lt;br /&gt;
* 2009-04-16 - &#039;&#039;&#039;[http://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=6286 Landowner meeting transcript]&#039;&#039;&#039; - [http://clearspace.s3.amazonaws.com/podcasts/Brown_Bag_Meeting_with_Landowners_on_AO.mp3 Download MP3 audio]&lt;br /&gt;
* 2009-03-27 - &#039;&#039;&#039;[http://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=6285 Merchant meeting transcript]&#039;&#039;&#039; - [http://s3.amazonaws.com/clearspace/podcasts/Brown%20Bag%20Meeting%20with%20Merchants%20on%20AO.mp3 Download MP3 audio]&lt;br /&gt;
* 2009-03-25 - &#039;&#039;&#039;[http://support.secondlife.com/ics/support/default.asp?deptID=4417&amp;amp;task=knowledge&amp;amp;questionID=6284 Educator meeting transcript]&#039;&#039;&#039; - [http://s3.amazonaws.com/clearspace/podcasts/Brown%20Bag%20Meeting%20with%20Educators%20on%20AO.mp3 Download MP3 audio]&lt;br /&gt;
* 2009-03-24 - &#039;&#039;&#039;[[Adult Content Forum Transcript]]&#039;&#039;&#039; - [http://s3.amazonaws.com/clearspace/podcasts/Brown%20Bag%20Meeting%20with%20Solution%20Providers%20on%20AO.mp3 Download MP3 audio]&lt;br /&gt;
&lt;br /&gt;
=== Forum Threads ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?p=2413766#post2413766 RC Questions]&#039;&#039;&#039;&lt;br /&gt;
:Opened 01 May 2009, Closed 01 Jun 2009, 2,864 posts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?t=314444 Upcoming Changes for Adult Content: Answers to Questions]&#039;&#039;&#039;&lt;br /&gt;
:Opened 31 Mar 2009, Closed 01 May 2009, 7,408 posts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?t=312352 Main Forum Thread]&#039;&#039;&#039;&lt;br /&gt;
:Opened 17 Mar 2009, Closed 31 Mar 2009, 4,676 posts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?t=311514 Motivations and Goals]&#039;&#039;&#039;&lt;br /&gt;
:Opened 12 Mar 2009, Closed 17 Mar 2009, 890 posts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?t=311513 Definitions]&#039;&#039;&#039;&lt;br /&gt;
:Opened 12 Mar 2009, Closed 17 Mar 2009, 488 posts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?t=311512 Account Verification for Accessing Adult Content]&#039;&#039;&#039;&lt;br /&gt;
:Opened 12 Mar 2009, Closed 17 Mar 2009, 365 posts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?t=311511 Filtering Adult Content in Search and Classifieds]&#039;&#039;&#039;&lt;br /&gt;
:Opened 12 Mar 2009, Closed 17 Mar 2009, 96 posts&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.secondlife.com/showthread.php?t=311510 Geographical Separation of Adult Content]&#039;&#039;&#039;&lt;br /&gt;
:Opened 12 Mar 2009, Closed 17 Mar 2009, 1,044 posts&lt;br /&gt;
&lt;br /&gt;
Forum posts by Blondin Linden: [Note: the official status of these answers is not known]&lt;br /&gt;
* [http://forums.secondlife.com/showpost.php?p=2406010&amp;amp;postcount=5465 2009-04-28] - [[Keywords Qualify for Landswap]].&lt;br /&gt;
* [http://forums.secondlife.com/showpost.php?p=2405967&amp;amp;postcount=5453 2009-04-27] - [[Private Parties are OK]]&lt;br /&gt;
* [http://forums.secondlife.com/showpost.php?p=2405972&amp;amp;postcount=5455 2009-04-27] - [[Living Above the Store]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2392783#post2392783 2009-04-26] - [[Blondin Linden Post 2392783]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2390187#post2390187 2009-04-14] - [[Blondin Linden Post 2390187]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2390184#post2390184 2009-04-14] - [[Blondin Linden Post 2390184]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2384315#post2384315 2009-04-08] - [[Blondin Linden Post 2384315]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2383239#post2383239 2009-04-07] - [[Blondin Linden Post 2383239]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2382260#post2382260 2009-04-06] - [[Blondin Linden Post 2382260]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2379542#post2379542 2009-04-03] - [[Blondin Linden Post 2379542]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2378595#post2378595 2009-04-02] - [[Blondin Linden Post 2378595]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2376259#post2376259 2009-04-01] - [[Blondin Linden Post 2376259]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2375414#post2375414 2009-03-31] - [[Blondin Linden Post 2375414]]&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?p=2354253#post2354253 2009-03-13] - [[Nudity in Mature Regions]]&lt;br /&gt;
&lt;br /&gt;
===[[Issue Tracker]]===&lt;br /&gt;
* {{Jira|SVC-4149|Meta Issue for Adult content filtering problems}} - &amp;quot;To track any content that has been incorrectly marked as Adult by the search filters&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Commentary ==&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showpost.php?p=2395717&amp;amp;postcount=3208 Kira Welty&#039;s Summary]&lt;br /&gt;
&lt;br /&gt;
* [http://satiateddesires.wordpress.com/2009/04/29/second-life-adult-content-changes-how-theyll-affect-you/ Satiated Desires Blog Summary]&lt;br /&gt;
&lt;br /&gt;
== Footnotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* &#039;&#039;&#039;[[:Category:Adult]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Adult]]&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Content_Windows&amp;diff=501832</id>
		<title>Content Windows</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Content_Windows&amp;diff=501832"/>
		<updated>2009-10-02T13:17:47Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Viewer=*}}&lt;br /&gt;
{{GettingStartedNav}}&lt;br /&gt;
{{LeftToc}}&lt;br /&gt;
&lt;br /&gt;
Items in Second Life hold some form of &amp;quot;User Created Content&amp;quot;.  This includes items such as surface &#039;&#039;&#039;[[Texture Windows|Textures]]&#039;&#039;&#039;, as well as internal contents, which can be almost any kind of item.  This page covers the various forms of content which can be included in different item types, and what you can do with them.&lt;br /&gt;
&lt;br /&gt;
Occasionally Linden Lab staff create items, but they are treated like any other account holder as far as the mechanics of creating and storing items, and they are vastly outnumbered by regular Resident accounts.  Thus the phrase &amp;quot;User Created Content&amp;quot; generally is correct when describing Second Life as a whole.&lt;br /&gt;
&lt;br /&gt;
== Inventory Items ==&lt;br /&gt;
&lt;br /&gt;
===Object Contents===&lt;br /&gt;
[[File:V1.23 Object Contents.jpg|thumb|left|241px|&#039;&#039;&#039;Object Contents Window&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
Objects are identified by a [[Image:Inv_item_object.png]] symbol in inventory.  When an item you own or have edit rights to isplaced in the 3D view, and right click &#039;&#039;&#039;Context Menu &amp;gt; Open&#039;&#039;&#039; is used, the Object Contents window will open.  If there are a lot of items inside, it may take some time to fetch the contents list from the inventory servers.&lt;br /&gt;
&lt;br /&gt;
The top of the window shows the item name.  Below that is the main contents window, shown as a single &#039;&#039;&#039;Contents&#039;&#039;&#039; folder.  each item in the contents is on a single line, in the same format as it appears in an inventory folder.  Right click on an item within the window opens a small context menu which allows you to open the item if it is an openable type and you have permissions to open it, and also to see the item&#039;s properties.&lt;br /&gt;
&lt;br /&gt;
Individual items may be added or removed using the context menu, or dragging from your inventory to the contents window, or from the contents folder to the 3D view.&lt;br /&gt;
&lt;br /&gt;
The entire contents may be copied to your inventory using the &#039;&#039;&#039;Copy To Inventory&#039;&#039;&#039; button.  It will appear as a top level folder with the same name as the container object.  Items which have copy permissions will be copied, items with (no copy) restriction will be moved from the container object to your inventory.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Copy and Wear&#039;&#039;&#039; button allows you to immediately wear the contents which are wearable items, along with transferring them to your inventory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts within Objects&#039;&#039;&#039; - When a script is stored inside an object, and the object is placed within the 3D view, the script then is run by default by the host server simulator program.  This can make the object perform any action permitted by the &#039;&#039;&#039;[[LSL Portal|LSL scripting language]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contents Limits&#039;&#039;&#039; - Objects may contain items of almost any type, including other objects.  Calling cards may not be placed in an object.  The exterior texture for an item is stored separately in the &#039;&#039;&#039;Building Tools &amp;gt; Edit &amp;gt; Textures&#039;&#039;&#039; tab.  The texture may be included as a contents item, but is not required, and does not change the appearance of the item directly.&lt;br /&gt;
&lt;br /&gt;
Single, multi-prim, or coalesced objects containing more than 1000 scripts cannot be placed in the 3D view to avoid overloading the server.  &lt;br /&gt;
&lt;br /&gt;
===Notecard Contents===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Script Contents===&lt;br /&gt;
&lt;br /&gt;
== Non Inventory Items ==&lt;br /&gt;
&lt;br /&gt;
===Region Contents===&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Floating_Windows&amp;diff=499332</id>
		<title>Floating Windows</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Floating_Windows&amp;diff=499332"/>
		<updated>2009-10-01T17:31:54Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: /* O to R (8) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Viewer=*}}&lt;br /&gt;
{|style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
|{{GettingStartedNav}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;__TOC__&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
This page is part of the Second Life User&#039;s Manual, describing how the Viewer software works.  Please see the main [[User&#039;s Manual]] page as a starting point.&lt;br /&gt;
&lt;br /&gt;
Many menu choices, commands, and buttons open a smaller secondary window within the main Second Life Viewer screen or window.  These windows &amp;quot;float&amp;quot; on top of the 3D view area (hence also called &#039;Floaters&#039;). Most can be moved around by dragging.  Most allow minimizing, and all can be closed.&lt;br /&gt;
&lt;br /&gt;
There are also a set of [[Consoles]] which can be opened with the advanced menu, which overlay the 3D view but are not movable.&lt;br /&gt;
&lt;br /&gt;
== Typical Window Features ==&lt;br /&gt;
&lt;br /&gt;
[[File:Floating_Window_Features.jpg|thumb|left|600px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Title&#039;&#039;&#039; - Appears on the top left corner.  The shaded title bar can be used move the window location (click-drag).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tabs&#039;&#039;&#039; - Some windows have tabs to show different &#039;pages&#039; of information.  In the example Communicate window, each instant message gets it&#039;s own tab.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Text Entry Box&#039;&#039;&#039; - These allow entering or changing a value and are white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resize Window Handle&#039;&#039;&#039; - Appears on the bottom right corner.  Allows changing both width and height of the window.  Hovering the mouse near the edge of the window will also allow changing the size and shape of the window.  The pointer will change to a double headed arrow when it is in the right place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tear off Tab&#039;&#039;&#039; - Some tabs can be &#039;torn off&#039; or undocked.  This button will make it a separate window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close Tab&#039;&#039;&#039; - Some tabs can be closed individually.  The X box below the title bar does this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close Box&#039;&#039;&#039; - Appears on the top right.  When clicked will close the entire floating window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minimize Box&#039;&#039;&#039; - Appears to the left of the close box.  When clicked will shrink the window to the lower left corner of the screen without closing it.&lt;br /&gt;
&lt;br /&gt;
Note: floating windows do not have a maximize button because in general users do not want to cover the entire 3D view area.  &lt;br /&gt;
&lt;br /&gt;
== Windows List (67 items) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: Simple windows are shown on this page.  For more complex ones, click the bold/underlined text in the list below to go to a more detailed page.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== A to B (17)====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Land Windows|Abandon Land]]&#039;&#039;&#039; - Note: this window is untitled.  Allows you to return land you own immediately to Linden control.  You receive no payment for doing this, in contrast to selling the land to another user.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[About Land]]&#039;&#039;&#039; - Displays detailed information about a land parcel, including covenants, objects and who owns them, access and use permissions, and media settings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[About Second Life]]&#039;&#039;&#039; - Displays viewer version info, your location and server connection if logged in, and your computer specifications.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Active Gestures]]&#039;&#039;&#039; - Opens list of currently active gestures.  Gestures are combinations of animations, sounds, and text chat that can be played as a unit.  They can be assigned a text trigger and shortcut key.&lt;br /&gt;
&lt;br /&gt;
[[File:v1.23 Add Friend.jpg|thumb|right|400px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Add Friend&#039;&#039;&#039; - Allows you to offer friends status to another avatar.  This adds them to your friends list, allows them to more easily see when you are online.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Environment_Editor#Advanced_Sky_Editor|Advanced Sky Editor]]&#039;&#039;&#039; - Allows detailed control of how the sky looks on your screen.  Only affects your screen, but useful for photography and mood effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Environment_Editor#Advanced_Water_Editor|Advanced Water Editor]]&#039;&#039;&#039; - Allows detailed control of how water looks on your screen.  Only affects your screen, but useful for photography and mood effects.&lt;br /&gt;
&lt;br /&gt;
[[File:v1.23 Animation.jpg|thumb|right|275px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animation&#039;&#039;&#039; - Small window to play or stop an animation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Appearance]]&#039;&#039;&#039; - Edit window for body parts and clothes layers of your avatar.  When active, your avatar is in appearance mode: standing up and generally in a still position with arms and legs spread.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Beacons]]&#039;&#039;&#039; - Activates highlights (red 3D crosshairs) to locate various kinds of objects&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Building_Tools#Content_Tab|Bulk change content permissions]]&#039;&#039;&#039; - Changes object content permissions within Tools &amp;gt; Edit &amp;gt; Content&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bumps, Pushes, &amp;amp; Hits&#039;&#039;&#039; - Records any you have received from other avatars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Money_Windows#Buy_Contents|Buy Contents]]&#039;&#039;&#039; - Allows you to see the contents of an object for sale, and then buy it if you choose to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Money_Windows#Buy_Currency|Buy Currency]]&#039;&#039;&#039; - Buy Linden dollars (L$) with US$ on LindeX currency exchange.  Requires previously setting up payment information (credit card or PayPal).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Land_Windows#Buy_For_Group|Buy For Group]]&#039;&#039;&#039; - Allows you to &amp;quot;purchase&amp;quot; a land parcel for a group you have that ability in.  The parcel will be group owned afterwards.  See the note in the next paragraph about ownership of SL land.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Land Windows#Buy Land|Buy Land]]&#039;&#039;&#039; - Appears when Buy Land button is clicked on &amp;quot;About Land&amp;quot; window, or when World Menu &amp;gt; Buy Land is chosen.  The land parcel has to be for sale for the window to open.  Allows you to &amp;quot;purchase&amp;quot; a land parcel in Second Life from another user.  Note that &#039;buy&#039; is a misnomer.  Holding land in Second Life is actually a rental of server and networking capacity, for which you pay a monthly fee.  You do not acquire ownership rights in the normal legal sense.&lt;br /&gt;
&lt;br /&gt;
In addition to this method, land is available at auction or in estate form directly from Linden Lab.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Land_Windows#Buy_Pass|Buy Pass]]&#039;&#039;&#039; - Allows you to pay for temporary access to a land parcel, similar to renting a hotel room.&lt;br /&gt;
&lt;br /&gt;
==== C to E (11)====&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Camera Controls.jpg|thumb|right|286px|&#039;&#039;&#039;Camera Controls&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camera Controls&#039;&#039;&#039; - Note: This window has no title.  Activated by top menu &#039;&#039;&#039;View &amp;gt; Camera Controls&#039;&#039;&#039;.  Allows orbiting, zooming, and shifting the camera viewpoint.  The viewpoint is a 3D location the camera is &amp;quot;aimed&amp;quot; at.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group_Windows#Choose_Resident|Choose Resident]]&#039;&#039;&#039; - Allows finding and selecting a resident by name for group invitations, and parcel access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Texture_Windows#Color_Picker|Color Picker]]&#039;&#039;&#039; - Allows selecting a color tint for an object or clothing item.  Color tints are additive to the base texture colors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Communication|Communicate]]&#039;&#039;&#039; - Grouped floating window.  Shows friends and groups, and if not torn off, open instant message chat boxes.  Tear off box allows separating some items to their own floating window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Communication#Communicate_Window|Contacts]]&#039;&#039;&#039; - Part of Communicate grouped floating window.  When torn off as a separate window has tabs for Friends and Groups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Environment_Editor#Day_Cycle_Editor|Day Cycle Editor]]&#039;&#039;&#039; - Part of the Environment Editor.  Allows editing details of the daily sun cycle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Debug settings]]&#039;&#039;&#039; - Allows editing about 1000 highly detailed parameters and settings within the viewer program.  WARNING: It is easy to mess up how the viewer works if you randomly change things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deed to Group&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eject&#039;&#039;&#039; - Allows ejecting or ejecting and banning from a land parcel you have eject ability on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Email Snapshot&#039;&#039;&#039; - Allows sending a snapshot via email from directly within the viewer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Environment Editor]]&#039;&#039;&#039; - Allows editing your personal 3D view time of day, cloud cover and water fog.  These settings only apply to your screen.&lt;br /&gt;
&lt;br /&gt;
==== F to J (11)====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freeze&#039;&#039;&#039; - Allows temporarily freezing an avatar on a parcel you have this ability on.  They will be unable to move, chat, or interact for 30 seconds.  They can log out though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gesture&#039;&#039;&#039; - Allows editing the contents of a gesture.  A gesture is a sequence of animations, sounds, and text played as a group automatically when triggered&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;God Tools&#039;&#039;&#039; - Note: This window only works for Linden staff in Admin Status.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grid Options&#039;&#039;&#039; - Allows settings for the 3D alignment grid that appears when moving an object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group_Windows#Group_Information:_General|Group Information]]&#039;&#039;&#039; - Note: the window title will include the group name. Detailed information about a group you are a member of.  If you are not a memeber, only displays the general tab, with only owners and visible members listed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group_Windows#Group_Invitation|Group Invitation]]&#039;&#039;&#039; - Allows sending group invitations to named avatars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group_Windows#Groups|Groups]]&#039;&#039;&#039; - Window used to select a group associated with a land parcel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inspect Objects&#039;&#039;&#039; - Allows viewing detailed information about the components of the selected object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Inventory]]&#039;&#039;&#039; - Displays and allows you to edit your personal inventory under the &#039;My Inventory&#039; folder, and the general Second Life library which is copiable by any user from the &#039;Library&#039; folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Inventory#Inventory_Filter_Window|Inventory Filters]]&#039;&#039;&#039; - Note: window title reads &amp;quot;All Items&amp;quot; or &amp;quot;Recent Items&amp;quot; according to which tab is selected in the main inventory window.  This is a sub-window which will close if the main inventory window is closed. Allows filtering the items shown in the main inventory window by type or age.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Inventory#Inventory_Item_Properties|Inventory Item Properties]]&#039;&#039;&#039; - Shows name, description, creator, owner, and use permissions.&lt;br /&gt;
&lt;br /&gt;
==== L to N (8)====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lag Meter&#039;&#039;&#039; - Gives general info about Client (the viewer you run on your computer), Network, and Server performance.  For detailed info, use the Statistics window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landmark&#039;&#039;&#039; - Note: Window title includes description of parcel by default. Landmarks allow teleporting to a specific location and are saved as inventory items. Shows snapshot, description, traffic, size, and location.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Communication#Local_Chat_Tab|Local Chat]]&#039;&#039;&#039; - Shows history of local text chat since last login. When closed, local chat is displayed in the lower left corner of the 3D view area for 20-60 seconds.  User selectable colors are used for 9 different types of &amp;quot;speakers&amp;quot;, which can include avatars, and objects.  URL&#039;s are displayed as clickable links.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Map#.27Mini-Map.27_Floating_Window|Minimap]]&#039;&#039;&#039; - Note: This window has no title. Small map showing from 1/3 to a few map regions around your current location.&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Movement Controls.jpg|thumb|right|300px|&#039;&#039;&#039;Movement Controls Window&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Controls&#039;&#039;&#039; - Note: This window has no title. Has arrows to walk, turn, jump, and crouch (if in walk mode) or fly up and down (if in fly mode).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My Land&#039;&#039;&#039; - Shows land owned, and land area contributed to groups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Muted Residents &amp;amp; Objects&#039;&#039;&#039; - A list of people and objects you have chosen not to receive chat, instant messages, or inventory items from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039; - Note: a note will include the notecard name in the title area.  Opens a simple text editing window to read, write, and edit &amp;quot;notecards&amp;quot;, which are inventory items which can be shared.  Maximum notecard size is 64KB.  Only a single font is supported.&lt;br /&gt;
&lt;br /&gt;
==== O to R (8)====&lt;br /&gt;
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&#039;&#039;&#039;[[Content_Windows#Object_Contents|Object Contents]]&#039;&#039;&#039; - Shows the contents within an object you own or have edit rights to.  Allows copying the contents to your inventory.  Bought items, or large collections are frequently &#039;boxed&#039; within a single object container for delivery or storage. It is called &#039;boxed&#039; since the default object is a 0.5m plywood box.&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Offer Teleport.jpg|thumb|right|362px|&#039;&#039;&#039;Offer Teleport Window&#039;&#039;&#039;]]&lt;br /&gt;
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&#039;&#039;&#039;Offer Teleport&#039;&#039;&#039; - Allows you to request another user join you at your location.  If they accept, they will be teleported about 3 meters in front of you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Money_Windows#Pay_Resident|Pay Resident]]&#039;&#039;&#039; - Allows you to pay another user from your Linden Dollar (L$) account balance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Texture_Windows#Pick:_Texture|Pick: Texture]]&#039;&#039;&#039; - Allows changing the texture of an object or clothing item by selecting a new texture from your inventory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Preferences Window Guide|Preferences]]&#039;&#039;&#039; - Allows setting the most used Viewer and account settings.  Most settings can be accessed before login via the top menu &#039;&#039;&#039;Edit &amp;gt; Preferences&#039;&#039;&#039; item. See [[Preferences Window Guide]] for full details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Profile]]&#039;&#039;&#039; - Note: the window title will include the avatar name.  Displays account profile for an avatar.  Most items are set by the named user, except the My Notes tab, which you can write your personal notes in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Region/Estate&#039;&#039;&#039; - Controls for managing a full region, or multi-region estate.  Only useable by full region owners.&lt;br /&gt;
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&#039;&#039;&#039;Report Abuse&#039;&#039;&#039; - Send a report about violations of Second Life community standards or policies to Linden Lab staff for action.&lt;br /&gt;
&lt;br /&gt;
==== S to Z (12)====&lt;br /&gt;
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&#039;&#039;&#039;Script&#039;&#039;&#039; - An editing window for software scripts written in the &amp;quot;Linden Scripting Language&amp;quot;, which is specific to Second Life.  Scripts placed inside objects and run will enable the objects to do things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Script Warning/Error&#039;&#039;&#039; - Shows error messages generated by scripts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Search Window|Search Second Life]]&#039;&#039;&#039; - Opened by Edit &amp;gt; Search, entering text in the upper right search text box, or the bottom toolbar &#039;Search&#039; button.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Land_Windows#Sell_Land|Sell Land]]&#039;&#039;&#039; - Allows you to sell virtual land you own or are an owner of a group for group-owned land.  Land sales within Second Life are instant transactions in Linden Dollars (L$) using this window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Texture_Windows#Snapshot_Preview|Snapshot Preview]]&#039;&#039;&#039; - opened by File &amp;gt; Take Snapshot.  Saves latest frame generated on your computer of the 3D view area.&lt;br /&gt;
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&#039;&#039;&#039;Sound&#039;&#039;&#039; - Small window to play a sound clip.  Sounds in SL are limited to 10 seconds in length.&lt;br /&gt;
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&#039;&#039;&#039;[[Statistics Bar Guide|Statistics]]&#039;&#039;&#039; - Displays a variety of technical information about the viewer program, the internet connection, and the simulator program on the server you are currently connected to. &lt;br /&gt;
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&#039;&#039;&#039;[[Texture_Windows#Texture|Texture]]&#039;&#039;&#039; - Window to display a texture.  It is opened by highlighting an item in inventory and selecting &#039;&#039;&#039;Open&#039;&#039;&#039; from the context menu. The window itself (as opposed to the texture) can be resized on the screen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Building Tools|Tools]]&#039;&#039;&#039; - Note: this window has no title. Also known as build or edit window. Has 5 tools on top for camera focus, move, edit, and create objects, and for land editing.  Bottom has 5 tabs for detailed editing of an object.&lt;br /&gt;
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&#039;&#039;&#039;Tutorial&#039;&#039;&#039; - Very basic tutorial opened by top menu &#039;&#039;&#039;Help &amp;gt; Tutorial&#039;&#039;&#039; item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Texture_Windows#Upload_Image|Upload Image]]&#039;&#039;&#039; - Note: the window title will be the file name you have selected to upload. You can preset the item name and description, and preview it in various formats.  Uploads to the SL asset database costs L$10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Map#World_Map|World Map]]&#039;&#039;&#039; - Displays a few map regions up to the almost the entire map of the grid.  By default when it opens it shows your current location.  &lt;br /&gt;
&lt;br /&gt;
There are 7 large continents, two small ones, and numerous islands.  Continents is an exaggeration, since the large continents are about 10km across.  Although shown on the map, some areas are &amp;quot;Invalid&amp;quot; or &amp;quot;Void&amp;quot;(royal blue), meaning there is no server hosting that part of the grid.  You cannot enter those areas.  Water regions are in a lighter shade of blue depending on depth.  Land areas are colored according to the terrain file as grass, earth, rock, coral, ice, etc.&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Content_Windows&amp;diff=499322</id>
		<title>Content Windows</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Content_Windows&amp;diff=499322"/>
		<updated>2009-10-01T17:13:04Z</updated>

		<summary type="html">&lt;p&gt;DanielRavenNest Noe: &lt;/p&gt;
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&lt;div&gt;{{Help|Viewer=*}}&lt;br /&gt;
{{GettingStartedNav}}&lt;br /&gt;
{{LeftToc}}&lt;br /&gt;
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Items in Second Life hold some form of &amp;quot;User Created Content&amp;quot;.  This includes items such as surface &#039;&#039;&#039;[[Texture Windows|Textures]]&#039;&#039;&#039;, as well as internal contents, which can be almost any kind of item.  This page covers the various forms of content which can be included in different item types, and what you can do with them.&lt;br /&gt;
&lt;br /&gt;
Occasionally Linden Lab staff create items, but they are treated like any other account holder as far as the mechanics of creating and storing items, and they are vastly outnumbered by regular Resident accounts.  Thus the phrase &amp;quot;User Created Content&amp;quot; generally is correct when describing Second Life as a whole.&lt;br /&gt;
&lt;br /&gt;
== Inventory Items ==&lt;br /&gt;
&lt;br /&gt;
===Object Contents===&lt;br /&gt;
[[File:V1.23 Object Contents.jpg|thumb|left|241px|&#039;&#039;&#039;Object Contents Window&#039;&#039;&#039;]]&lt;br /&gt;
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Objects are identified by a [[Image:Inv_item_object.png]] symbol in inventory.  When an item you own or have edit rights to isplaced in the 3D view, and right click &#039;&#039;&#039;Context Menu &amp;gt; Open&#039;&#039;&#039; is used, the Object Contents window will open.  If there are a lot of items inside, it may take some time to fetch the contents list from the inventory servers.&lt;br /&gt;
&lt;br /&gt;
The top of the window shows the item name.  Below that is the main contents window, shown as a single &#039;&#039;&#039;Contents&#039;&#039;&#039; folder.  each item in the contents is on a single line, in the same format as it appears in an inventory folder.  Right click on an item within the window opens a small context menu which allows you to open the item if it is an openable type and you have permissions to open it, and also to see the item&#039;s properties.&lt;br /&gt;
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Individual items may be added or removed using the context menu, or dragging from your inventory to the contents window, or from the contents folder to the 3D view.&lt;br /&gt;
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The entire contents may be copied to your inventory using the &#039;&#039;&#039;Copy To Inventory&#039;&#039;&#039; button.  It will appear as a top level folder with the same name as the container object.  Items which have copy permissions will be copied, items with (no copy) restriction will be moved from the container object to your inventory.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Copy and Wear&#039;&#039;&#039; button allows you to immediately wear the contents which are wearable items, along with transferring them to your inventory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts within Objects&#039;&#039;&#039; - When a script is stored inside an object, and the object is placed within the 3D view, the script then is run by default by the host server simulator program.  This can make the object perform any action permitted by the &#039;&#039;&#039;[[LSL Portal|LSL scripting language]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contents Limits&#039;&#039;&#039; - Objects may contain items of almost any type, including other objects.  Calling cards may not be placed in an object.  The exterior texture for an item is stored separately in the &#039;&#039;&#039;Building Tools &amp;gt; Edit &amp;gt; Textures&#039;&#039;&#039; tab.  The texture may be included as a contents item, but is not required, and does not change the appearance of the item directly.&lt;br /&gt;
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(max number of items, nesting depth, objects containing themselves unknown)&lt;br /&gt;
&lt;br /&gt;
===Notecard Contents===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Script Contents===&lt;br /&gt;
&lt;br /&gt;
== Non Inventory Items ==&lt;br /&gt;
&lt;br /&gt;
===Region Contents===&lt;/div&gt;</summary>
		<author><name>DanielRavenNest Noe</name></author>
	</entry>
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