Difference between revisions of "Sculpted Prims: Importing"
Jump to navigation
Jump to search
(New page: Currently there is a push to get the client to import models as sculpted prims from a variety of 3d modeling formats. {| {{LSL DefineRow||3dm|Rhino & MoI}} {{LSL DefineRow||3ds|3D Studio M...) |
|||
Line 10: | Line 10: | ||
#The objects may be made up of multiple surfaces. | #The objects may be made up of multiple surfaces. | ||
#*Distributing the limited LOD appropriately. | #*Distributing the limited LOD appropriately. | ||
#*Stitching | #*Stitching surfaces together. The UV mapping along the edges may not align. | ||
The correct approach to this is to refactor the mesh and UV coordinates into a single surface. To stitch two mesh together without complex math, the derivatives of the UV coordinates need to match on each side of edge. |
Revision as of 01:44, 26 June 2007
Currently there is a push to get the client to import models as sculpted prims from a variety of 3d modeling formats.
• | 3dm | – | Rhino & MoI | |
• | 3ds | – | 3D Studio Max | |
• | obj | – | Wavefront |
The main method currently for doing this translation is to use UV mapping cordinants to retrieve positions on the surface of the mesh. There are three hurdles to this.
- UV mappings may be missing or not continuous.
- The objects may be made up of multiple surfaces.
- Distributing the limited LOD appropriately.
- Stitching surfaces together. The UV mapping along the edges may not align.
The correct approach to this is to refactor the mesh and UV coordinates into a single surface. To stitch two mesh together without complex math, the derivatives of the UV coordinates need to match on each side of edge.