Difference between revisions of "Viewerhelp:Upload Model - 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.
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.
{{UIref|Level of Detail|Select this option to.... {{Comment|Need description}}  Options are:
* Lowest
* Low
* Medium
* High }}
{{UIref|File|Select this option to.... {{Comment|Need description}}  Click '''Browse''' to select a file. }}


=== Step 1: Analysis ===
=== Step 1: Analysis ===


==== Method ====
{{UIref| Method | 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.
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.
* '''Surface:''' Works best on curved, organic shapes, such as an animal body.
* '''Surface:''' Works best on curved, organic shapes, such as an animal body.
* '''Solid:''' Works best on objects with sharp angles and a clear inside and outside, like buildings.
* '''Solid:''' Works best on objects with sharp angles and a clear inside and outside, like buildings.
* '''Wrap:''' Works best on very complex shapes, such as trees and branches.
* '''Wrap:''' Works best on very complex shapes, such as trees and branches. }}


==== Quality ====
{{UIref| Quality | 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. }}
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.


==== Smooth ====
{{UIref| Smooth | 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.
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.


A lower '''Smooth''' setting results in a lower physics cost for objects with curved surfaces.
A lower '''Smooth''' setting results in a lower physics cost for objects with curved surfaces. }}


==== Close Holes (slow) ====
{{UIref| Close Holes (slow) | 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. }}
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.


=== Step 2: Simplification ===
=== Step 2: Simplification ===


==== Method ====
{{UIref| Method | Select a simplification method:
* '''Retain %:''' Select a percentage of the hulls to retain from the original analysis.
* '''Retain %:''' Select a percentage of the hulls to retain from the original analysis.
* '''Detail:''' Reduces the complexity of the physics model based on the Detail Scale slider.
* '''Detail:''' Reduces the complexity of the physics model based on the Detail Scale slider.
* '''Better Detail:''' Similar to Detail, but does a better job preserving openings in your model.
* '''Better Detail:''' Similar to Detail, but does a better job preserving openings in your model. }}


==== Passes ====
{{UIref| Passes| Increasing the number of passes creates results with fewer overlapping hulls and more accurate overall representation of your model's physical shape. }}
Increasing the number of passes creates results with fewer overlapping hulls and more accurate overall representation of your model's physical shape.


==== Detail Scale ====
{{UIref| Detail Scale | 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. }}
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.


=== Preview Spread ===
{{UIref| Preview Spread | 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. }}
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.

Revision as of 22:47, 13 July 2011

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.

Level of Detail   Select this option to.... Need description Options are:
  • Lowest
  • Low
  • Medium
  • High
File   Select this option to.... Need description Click Browse to select a file.

Step 1: Analysis

Method   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.
  • Surface: Works best on curved, organic shapes, such as an animal body.
  • Solid: Works best on objects with sharp angles and a clear inside and outside, like buildings.
  • Wrap: Works best on very complex shapes, such as trees and branches.
Quality   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.
Smooth   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.

A lower Smooth setting results in a lower physics cost for objects with curved surfaces.

Close Holes (slow)   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.

Step 2: Simplification

Method   Select a simplification method:
  • Retain %: Select a percentage of the hulls to retain from the original analysis.
  • Detail: Reduces the complexity of the physics model based on the Detail Scale slider.
  • Better Detail: Similar to Detail, but does a better job preserving openings in your model.
Passes   Increasing the number of passes creates results with fewer overlapping hulls and more accurate overall representation of your model's physical shape.
Detail Scale   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.
Preview Spread   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.