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| {{Navbox/Mesh|tech}} | | {{Navbox/Mesh|tech}} |
| == Preview ==
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| The Preview section of the Upload Model window is always visible. It contains various controls for previewing your model at various levels of detail, and you can pan and zoom around the model preview using Second Life's normal camera controls.
| | {{:Viewerhelp:Upload Model}} |
| * '''Name:""" Enter a name for your model
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| * '''Level of Detail:''' Use this dropdown menu to preview your model at the selected level of detail.
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| * {{Icon_Gear|Gear icon}}
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| ** '''Show edges:''' Shows the edges of your model, between vertices.
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| ** '''Show physics:''' Shows the physics representation of your model as either a yellow wireframe mesh or a series of colored hulls.
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| ** '''Show textures:''' Shows any textures that are applied to the model.
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| ** '''Show skin weight:''' If the model contains skin weight information, this shows a preview of what the model looks like when worn by an avatar in the default standing animation.
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| ** '''Show joint positions:''' Shows the position of custom joint locations, if any are included in the model.
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| === Weights and fees ===
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| This section displays a breakdown of the model's calculated streaming, physics and simulation costs, its [[Mesh/Prim equivalence|prim equivalent]] cost, and a breakdown of the upload fee based on the model's weights and textures.
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| == Level of Detail ==
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| === Select Level of Detail ===
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| You may click '''High''', '''Medium''', '''Low''', or '''Lowest''' to preview and modify your model's various levels of detail.
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| === Mesh ===
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| ==== Load from file ====
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| You may manually upload your own models for each level of detail. This allows you to maintain tight control over how your model looks at each LOD, preserving key visual features that the automated algorithms may otherwise distort.
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| ==== Auto generate ====
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| Generates a new model at the currently-previewed level of detail, based upon the model you uploaded.
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| ===== Method =====
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| Choose a complexity level for your object, based upon a maximum number of triangles or a maximum amount of overall change in your model's shape:
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| * '''Triangle limit:''' Enter the maximum number of triangles for the model at the selected level of detail. This number must not exceed the number of triangles in the LOD above it.
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| * '''Error threshold:''' Increase this value to decrease the amount of detail retained during simplification. For example, setting this value to 0.1 results in a model that is simplified to 90% of the original model's accuracy.
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| ===== Build Operator =====
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| Selects the method by which the number of vertices in your model is reduced.
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| * '''Edge Collapse:''' Merges two vertices currently connected by an edge. Both vertices are replace by a new, unified vertex, which is chosen to minimize error. This method does a better job of retaining the model's original shape, but can distort textures and skin weights applied to the model.
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| * '''Half Edge Collapse:''' Merges two vertices currently connected by an edge. One of the two vertices is merged into the other, which remains (essentially) unchanged. This method does a better job of keeping skin weights and textures properly aligned to the model, but may result in a slightly less accurate visual shape.
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| ===== Queue Mode =====
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| Changes the order in which vertices are chosen to be merged.
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| * '''Greedy:''' Recalculates the priority values for each neighboring edge after each simplification operation. This mode returns the best results, but requires the most computation and can take significant time on highly complex models.
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| * '''Lazy:''' Marks the priority values of each neighboring edge as "dirty" after each simplification operation. Recomputation of costs is only done on required edges. This method is similar to Greedy, but is optimized to give much quicker and slightly less accurate results, making it useful for working with extremely complex models.
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| * '''Independent:''' This method performs non-overlapping sets of operations on the input geometry, resulting in hierarchies of logarithmic height. It is about as fast as Lazy, but calculates its results differently.
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| ===== Border Mode =====
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| Changes the handling of vertices on a geometric border; these are vertices without a full ring of triangles around them, like the edges of a flat plane.
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| * '''Unlock:''' The default behavior, does not treat geometric border vertices specially.
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| * '''Lock:''' Prevents any modification to or removal of border vertices. This is often useful when preserving the edges of models that are meant to align with each other, such as blocks of terrain.
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| ===== Share Tolerance =====
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| This floating point parameter is intended to compensate for small floating point errors present in your data set. It controls the amount of distance between two vertices before they are considered coincident. Try increasing this number if cracks appear in your object during simplification.
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| ==== None ====
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| You may choose not to include a model for any level of detail below High. The model will not appear in Second Life when rendered at a level of detail set to None. This setting may be useful for improving performance and decreasing resource cost for small, visually complex models that do not need to be viewed from far away.
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| === Crease Angle ===
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| The Crease Angle adjusts the smoothness of the model. Increase this value to soften the hard, "faceted" look of models with relatively few vertices.
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| == Physics ==
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| The physics decomposition step analyzes the model and generates a series of "hulls" that represent the physical shape of the model as it will be interpreted by Second Life's physics engine. Additional steps allow you to simplify the physics shape, thereby reducing the amount of load for the physics engine. Models meant to be used as vehicles must not have a physics cost higher than 32.
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| === Step 1: Analysis ===
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| ==== Method ====
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| Each of the three available decomposition methods is best suited to a particular type of shape, and will return the most accurate and least costly results when paired with a model of that type.
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| * '''Surface:''' Works best on curved, organic shapes, such as an animal body.
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| * '''Solid:''' Works best on objects with sharp angles and a clear inside and outside, like buildings.
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| * '''Wrap:''' Works best on very complex shapes, such as trees and branches.
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| ==== Quality ====
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| These values determine how much combining and overlap reduction is performed on the hulls at the decomposition stage. '''High''' returns the best simplification results, but requires the most time to process. If you experience performance problems during this step, try using the '''Preview''' setting first in order to confirm your smoothing and '''Close Holes''' results, then switch to '''High''' to get the best simplification results.
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| ==== Smooth ====
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| The Smooth value sets the tolerance when the utility tries to merge coplanar triangles. It refers to the angle between adjacent triangles for which merging is permitted. A value of zero allows some angle between triangles, resulting in gently curving surfaces being flattened.
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| A lower '''Smooth''' setting results in a lower physics cost for objects with curved surfaces.
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| ==== Close Holes (slow) ====
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| Attempts to fill any holes in the physical representation of the model in order to fix minor errors in the mesh. However, checking this setting also closes intentional openings in objects and should not be used for models that are meant to be passed through, such as door frames.
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| === Step 2: Simplification ===
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| ==== Method ====
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| * '''Retain %:''' Select a percentage of the hulls to retain from the original analysis.
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| * '''Detail:''' Reduces the complexity of the physics model based on the Detail Scale slider.
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| * '''Better Detail:''' Similar to Detail, but does a better job preserving openings in your model.
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| ==== Passes ====
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| Increasing the number of passes creates results with fewer overlapping hulls and more accurate overall representation of your model's physical shape.
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| ==== Detail Scale ====
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| Reducing this number preserves more fine detail in your model during the simplification process. Larger values result in a decreased physics cost, but lower accuracy in the physics model. For many models, most of the simplification takes place at very low values, between 0.0 and 0.3, after which the physics model is reduced to a single hull.
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| === Preview Spread ===
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| Move the Preview Spread slider to explode your view of the hulls that comprise your physical model. On objects with many hulls, this can help you to find and examine hulls that would not otherwise be entirely visible.
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| == Modifiers ==
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| === Scale ===
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| Increases or decreases the base size of your model. Increasing the scale of a model can result in an increase in resource and upload costs.
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| === Include ===
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| * '''Textures:''' Includes the model's textures in the upload, and automatically applies them to the model. Each texture increases the upload fee by L$10.
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| * '''Skin weight:''' Includes the model's skin weight information for the purposes of avatar rigging.
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| * '''Joint positions:''' Includes the model's joint positioning information for the purposes of avatar rigging.
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| === Pelvis Z Offset ===
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| Changes the vertical offset of a rigged mesh when it is worn on your avatar. This parameter can be used to help properly align meshes that are not meant to be centered on an avatar's root location (pelvis).
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