Difference between revisions of "Mesh/Uploading a mesh model"
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{{KBnote|This is a basic walkthrough of how to upload a model. For full details on the parameters available for uploading a model, see [[Mesh/Upload Model UI reference|the Model Upload UI reference]].}} | {{KBnote|This is a basic walkthrough of how to upload a model. For full details on the parameters available for uploading a model, see [[Mesh/Upload Model UI reference|the Model Upload UI reference]].}} | ||
{{:Mesh/Prerequisites}} | {{:Mesh/Prerequisites}} | ||
== The process == | |||
# Choose a ''.dae'' file stored on your computer by choosing '''Build > Upload > Model'''. | |||
# Preview your model's automatically generated levels of detail by selecting them from the '''Preview''' dropdown. | |||
# Click the '''Physics''' tab and choose '''Use Level of Detail'''. | |||
# Click the '''Modifiers''' tab and check the boxes for any additional features on your model. | |||
# Click '''Calculate weights & fee''', then review the resource weights, prim equivalent cost,and Linden dollar cost of your model. | |||
# Click Upload to upload your model to Second Life. | |||
== Step 1: Choose a model to upload == | == Step 1: Choose a model to upload == | ||
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For advanced information on usage of the physics analysis and simplification tools, see [[Mesh/Upload Model UI reference|Upload Model UI reference]]. | For advanced information on usage of the physics analysis and simplification tools, see [[Mesh/Upload Model UI reference|Upload Model UI reference]]. | ||
== Step 4: | == Step 4: Modifiers == | ||
Before you upload, make sure to include any necessary optional parameters on the '''Modifiers''' tab: | Before you upload, make sure to include any necessary optional parameters on the '''Modifiers''' tab: | ||
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* '''Pelvis Z Offset:''' Changes the vertical positioning of a rigged model. | * '''Pelvis Z Offset:''' Changes the vertical positioning of a rigged model. | ||
=== | == Step 5: Calculate weights & fee == | ||
When you click '''Calculate weights & fee''', Second Life calculates the Streaming, Physics and Simulation weights of your model in order to determine its prim-equivalent cost and Linden dollar upload cost. The base Linden dollar cost to upload is L$150 plus L$10 for each texture applied to the model, and an additional cost calculated from the three weights. | |||
For more information about weights and prim equivalence, see [[Mesh/Prim equivalence|Prim equivalence]]. | |||
== Step 6: Upload == | |||
When you upload a model, it appears in the Objects folder in your inventory. As with all objects in Second Life, you can then drag it from your inventory to the ground, or you can wear it as an attachment. | |||
== Rigging options == | == Bonus section: Rigging options == | ||
[[Image:Show skin weight.png|300px|right|thumb|Check '''Show skin weight''' to preview how the model will look on an idle avatar.]] | [[Image:Show skin weight.png|300px|right|thumb|Check '''Show skin weight''' to preview how the model will look on an idle avatar.]] | ||
Rigged models allow you to represent your avatar skeleton as a mesh that conforms to your joints and motions. This means that you can wear a rigged model that changes the length and orientation of your avatar's limbs and animates accordingly. | Rigged models allow you to represent your avatar skeleton as a mesh that conforms to your joints and motions. This means that you can wear a rigged model that changes the length and orientation of your avatar's limbs and animates accordingly. |
Revision as of 14:59, 11 July 2011
Note: This is a basic walkthrough of how to upload a model. For full details on the parameters available for uploading a model, see the Model Upload UI reference. |
Prerequisites
Before you can upload mesh objects, you must:
- Have payment information on file. You can add payment information by visiting the Billing Information section of your Second Life account page.
- Accept the IP Terms (if you're using the Aditi beta grid, click here instead), which verifies your knowledge of intellectual property rules. Be sure you own the rights or have permission from the rights owner before uploading your mesh content. Violations of intellectual property rights can result in the suspension or termination of your Second Life account and may even cause the permanent revocation of your ability to upload mesh objects!
- Have at least one compatible COLLADA (.dae) file on your computer. You can create your own by using most popular 3D software packages, or, if you have the appropriate rights, you can download models created by other 3D artists from online repositories. Try our sample content page for a free model if you're just getting started.
You may check your mesh upload status at any time by visiting your account page on the Second Life website.
Cost to upload
There is a Linden dollar fee to upload a model; the fee depends on the model's complexity. During the beta period the fee is discounted.
The process
- Choose a .dae file stored on your computer by choosing Build > Upload > Model.
- Preview your model's automatically generated levels of detail by selecting them from the Preview dropdown.
- Click the Physics tab and choose Use Level of Detail.
- Click the Modifiers tab and check the boxes for any additional features on your model.
- Click Calculate weights & fee, then review the resource weights, prim equivalent cost,and Linden dollar cost of your model.
- Click Upload to upload your model to Second Life.
Step 1: Choose a model to upload
Second Life accepts COLLADA (.dae) models, which can be edited and created in many popular 3D modeling packages. If you do not currently have any COLLADA models on your computer, you may download some from the Sample Content page.
To begin uploading a model:
- Choose Build > Upload > Model...
- Select the .dae file on your computer and click Open.
- In the Upload Model window, enter a suitable name for your model in the Name field.
- If your model includes textures, click the gear icon and choose Show textures to make sure the textures are displayed properly.
Step 2: Define visual levels of detail
Levels of detail determine what your model looks like from various distances. As you get farther away from a model, it renders in less detail in order to boost visual performance. Second Life generates these lower levels of detail by default, but you may use this step to tweak each level or even upload your own lower-detail models.
The top section of the Level of Detail tab shows how many triangles and vertices your model uses for each level of detail; each level must have fewer vertices than the level above it. To preview your model at each level of detail, choose from the Preview dropdown above the preview window.
While previewing your model at each level of detail, you may change the parameters used for simplifying it from your original model under Auto generate. For full details on these parameters, see Upload Model UI reference.
Alternately, you may upload your own simplified models by choosing Load from file. You may wish to use your own models in order to preserve critical details that may be lost during automatic simplification.
Step 3: Define the model's physics shape
A model's physical shape can be different from its visual shape. For example, you may wish to simplify a very complex vehicle into a physical box shape, which allows you to have a visually complex vehicle that uses comparatively little physics weight and does not overtax the region's ability to process physical objects. You may upload your own physics representation as a .dae file or you may use Second Life's analysis and simplification tools to automatically generate a physics shape.
The quickest way to generate a physics model for your object is to choose Use Level of Detail and select one of your models from the Level of Detail step. Remember that lower physics costs are desirable, so choose the lowest level of detail that reasonably represents the shape of your model.
For advanced information on usage of the physics analysis and simplification tools, see Upload Model UI reference.
Step 4: Modifiers
Before you upload, make sure to include any necessary optional parameters on the Modifiers tab:
- Scale: Changes the base size of your model. Increasing the scale increases the resource cost.
- Include Textures: Includes any textures applied to the COLLADA model. The textures are automatically applied to the Second Life version of the model when it is uploaded.
- Include Skin weight: Includes any skin weight information in the COLLADA model. You must check this box if you wish to wear your model as a rigged avatar part.
- Include Joint positions: Includes joint position information from the COLLADA file.
- Pelvis Z Offset: Changes the vertical positioning of a rigged model.
Step 5: Calculate weights & fee
When you click Calculate weights & fee, Second Life calculates the Streaming, Physics and Simulation weights of your model in order to determine its prim-equivalent cost and Linden dollar upload cost. The base Linden dollar cost to upload is L$150 plus L$10 for each texture applied to the model, and an additional cost calculated from the three weights.
For more information about weights and prim equivalence, see Prim equivalence.
Step 6: Upload
When you upload a model, it appears in the Objects folder in your inventory. As with all objects in Second Life, you can then drag it from your inventory to the ground, or you can wear it as an attachment.
Bonus section: Rigging options
Rigged models allow you to represent your avatar skeleton as a mesh that conforms to your joints and motions. This means that you can wear a rigged model that changes the length and orientation of your avatar's limbs and animates accordingly.
If your COLLADA model contains joint position and skin weight information, you can preview how it will look with an avatar's default idle animation by clicking the Gear Icon in the Upload Model window and checking Show skin weight.
Wearing a model with rigging
You may wear a rigged model by right-clicking it in your inventory and selecting Wear. You may often wish to pair a rigged model with an alpha mask to hide your avatar's normal shape.