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| {{Navbox/Mesh_QSG}}
| | #REDIRECT [[Mesh/Uploading_a_simple_mesh]] |
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| {{KBtip|The user interface described in this article is currently undergoing redesign and is subject to change. Check back regularly to stay current with UI updates.}}
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| ==Choose a mesh file to upload==
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| # Open your Inventory in the sidebar by clicking the {{TabIcon_Inventory|Inventory}} icon.
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| # Choose {{Icon_Add_Item}} '''> Upload > Model...'''
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| # Select a compatible COLLADA ''.dae'' file from your system and click '''Open'''.
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| # Inspect the model by rotating and zooming your view in the preview screen using Second Life's [[Camera|camera controls]]. You can view the object at different levels of detail (LOD) by using the '''Preview''' dropdown menu.
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| # The Description field indicates how many equivalent [[Primitive|prims]] and [[Textures|textures]] this object represents. These numbers directly affect the upload cost of the mesh. (Note - this is only a simulated estimation. Uploads are free for now on First Look.)
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| # Enter a name for this mesh, then click '''Upload''' to upload the mesh to your Inventory. | |
| # Two new items appear in your inventory: the coalesced mesh object, and a new mesh inventory item type that represents the mesh data, similar in application to a [[Sculpted_Prim|sculpt map]]. The icon for the new item type is {{InvIcon_Mesh}}.
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| {{KBnote|Your computer may slow down for several seconds as the Second Life viewer parses the ''.dae'' file and generates LOD information.}}
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| ===Optional parameters===
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| {{UIref|Hard Angle|Changes the number of vertices in your mesh. If your object appears too angular, try raising this value to smooth it out. Click '''Generate Normals''' to see the result.}}
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| {{UIref|Generate Normals|Applies the '''Hard Angle''' parameter to your object, changing the number of vertices and potentially changing the object's prim equivalence value. Prim equivalence values will be displayed in an upcoming version of the viewer.}}
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| {{UIref|Generate LOD|Automatically generates any undefined LOD models for each level of detail.}}
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| {{UIref|Consolidate|Attempts to reduce the number of submeshes in an object by consolidating as many of them as possible. If applicable, this option can greatly reduce an object's prim equivalence value.}}
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| {{UIref|Show Edges|Turns on edge rendering for each triangle in the mesh in the preview window.}}
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| {{UIref|Physical Shape|Allows you to define a physical shape of the object for interaction with Second Life's physics engine. A simpler physics shape can create less impact on the physics engine while the object retains a detailed visual appearance.}}
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| {{UIref|Upload Textures|Uploads all textures associated with the ''.dae'' file to your inventory, assuming they can be found where the ''.dae'' file specifies they are on your hard drive. It is not necessary to use this option more than once for models with the same set of textures.}}
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| [[File:MESH_Import_Model_Window.png]]
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| [[Category:Mesh]]
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