Difference between revisions of "Primitive"

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{{Otheruses4‎|primitives|[[LSL]] related information|:Category:LSL Prim}}
{{Otheruses4‎|primitives|[[LSL]] related information|:Category:LSL Prim}}


A '''Primitive''', or '''prim''', is a single part object. Multi-part objects will have multiple parts ("prims").
A '''primitive''', or '''prim''', is a single-part [[object]]. Multi-part objects will have multiple parts ("prims").
[[Video Tutorial/What is a prim?|video tutorial]].


In Second Life, virtual physical objects such as cars, houses, jewelry, and even less obvious things like hair are made out of one or more prims. Objects made from prims are usually created in-world using the built in object editing tool. This tool is used for all sorts of 3D modeling in Second Life, playing the same role as 3D Max, Maya, or Blender, but customized for the Second Life way of doing things.  
In [[Second Life]], virtual physical objects such as cars, houses, jewelry, and even less obvious things like [[hair]] and [[clothing]] are made out of one or more prims. Objects made from prims are usually created in-world using the built-in [[edit window|object editing tool]]. This tool is used for all sorts of 3D modeling in Second Life, playing the same role as 3D Max, Maya, or Blender, but customized for the Second Life way of doing things.  


Each [[Prims|prim]] is represented by a set of parameters, including position, scale, rotation, shape, cut, hollow, etc.  
Each prim is represented by a set of parameters, including shape/type, [[position]], [[scale]]/size, [[rotation]], [[cut]], [[hollow]], [[twist]], [[shear]], etc. These parameters are sent from a [[server]] to the [[viewer]] running on the [[resident]]'s desktop, where the local video card is used to render the visual appearance of everything. (Rendering on the server would probably create a much higher amount of network traffic.)
These parameters are sent from a server to the viewer running on the user's desktop, where the local GPU is used to render the visual appearance of everything. (Rendering on the server would probably create a much higher amount of network traffic.)


Prims can be linked together into link sets. They can also be attached to avatars, but this process is separate from (thought similar to) linking.  
The [[color]], [[texture]], [[bumpiness]], [[shininess]], and [[transparency]] of prims can also be adjusted, and images ([[textures]]) can be applied to each surface ([[face]]/side) of a prim to change its appearance. Box, cylinder, and prism prim shape types can also be made [[flexible]].


In the Viewer source code, primitives are implemented in LLPrimitive, with vertex generation performed in LLVolume and rendering in LLVOVolume.
Prims can be linked together into [[link set]]s. They can also be attached to avatars, but this process is separate from (thought similar to) linking.  


There are eight primitive types:
In the Viewer [[source code]], primitives are implemented in LLPrimitive, with vertex generation performed in LLVolume and rendering in LLVOVolume.
 
==Shape types==
There are eight primitive shape types:
# box: all kinds of rectangular shapes
# box: all kinds of rectangular shapes
# cylinder: round tables, floors, long pipes
# cylinder: round tables, floors, long pipes
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# tube:  another form of hollow cylinder
# tube:  another form of hollow cylinder
# ring: another variant of torus
# ring: another variant of torus
# sculpted: new as of 2007, used for highly variable organic shapes
# [[sculpt]]ed: new as of 2007, used for highly variable organic shapes


Prims can be modified in various ways, such as size, twists, shearing, and cutting.  Also, images ([[textures]]) can be applied to each surface of a prim to change its appearance.
==Materias==
Box, cylinder, and prism can be made [[flexible]]. Flexible prims can not be physical and are automatically phantom.
There are seven primitive [[material]] types that determine things like mass and sound:
 
There are seven primitive material types that determine things like mass and sound:
# stone
# stone
# metal
# metal
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# rubber
# rubber


The color, texture, bumpiness, shininess, and transparency of prims can also be adjusted.
==Help==
* [[Basic Prim Creation and Editing]]
 
==Scripting==
* [[:Category:LSL_Prim]]
 
==Video tutorials==
* [[Video Tutorial/What is a prim?]]
* [[Video Tutorial/Prim and mesh hair differences]]


===See also===
===See also===
* [[Invisiprim]]
* [[Mega Prim]]
* [[Object]]
* [[Prims]]
* [[Prims]]
* [[Mega Prim]]
* [[Prim and Object Hierarchy]]
* [[Invisiprim]]
* [[Prim flicker]]
* [[Sculpted Prims]]
* [[Primfficiency]]
* [[Sculpted Prims: FAQ]]
* [[Sculpted prim]]
* LSL categories about {{LSLGC|Prim}}s & {{LSLGC|Object}}s
 
==External links==
* [http://en.wikipedia.org/wiki/Geometric_primitive Wikipedia: Geometric primitive]

Revision as of 21:23, 6 January 2010

This article is about primitives. For LSL related information, see Category:LSL Prim.

A primitive, or prim, is a single-part object. Multi-part objects will have multiple parts ("prims").

In Second Life, virtual physical objects such as cars, houses, jewelry, and even less obvious things like hair and clothing are made out of one or more prims. Objects made from prims are usually created in-world using the built-in object editing tool. This tool is used for all sorts of 3D modeling in Second Life, playing the same role as 3D Max, Maya, or Blender, but customized for the Second Life way of doing things.

Each prim is represented by a set of parameters, including shape/type, position, scale/size, rotation, cut, hollow, twist, shear, etc. These parameters are sent from a server to the viewer running on the resident's desktop, where the local video card is used to render the visual appearance of everything. (Rendering on the server would probably create a much higher amount of network traffic.)

The color, texture, bumpiness, shininess, and transparency of prims can also be adjusted, and images (textures) can be applied to each surface (face/side) of a prim to change its appearance. Box, cylinder, and prism prim shape types can also be made flexible.

Prims can be linked together into link sets. They can also be attached to avatars, but this process is separate from (thought similar to) linking.

In the Viewer source code, primitives are implemented in LLPrimitive, with vertex generation performed in LLVolume and rendering in LLVOVolume.

Shape types

There are eight primitive shape types:

  1. box: all kinds of rectangular shapes
  2. cylinder: round tables, floors, long pipes
  3. prism: a box with one very small face
  4. sphere: can be used for ellipsoids of all shapes
  5. torus: most complex, can be modified in many exotic ways
  6. tube: another form of hollow cylinder
  7. ring: another variant of torus
  8. sculpted: new as of 2007, used for highly variable organic shapes

Materias

There are seven primitive material types that determine things like mass and sound:

  1. stone
  2. metal
  3. glass
  4. wood
  5. flesh
  6. plastic
  7. rubber

Help

Scripting

Video tutorials

See also

External links