Difference between revisions of "Sculpted Prims: Importing"
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Currently there is a push to get the client to import models as sculpted prims from a variety of 3d modeling formats. | 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||3dm|{{Jira|VWR-858}}|Rhino & MoI}} | ||
{{LSL DefineRow||3ds|3D Studio Max}} | {{LSL DefineRow||3ds|{{Jira|VWR-1111}}|3D Studio Max}} | ||
{{LSL DefineRow||obj|Wavefront}} | {{LSL DefineRow||obj|{{Jira|VWR-1110}}|Wavefront}} | ||
|} | |} | ||
Revision as of 01:45, 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 | – | VWR-858 | Rhino & MoI |
• | 3ds | – | VWR-1111 | 3D Studio Max |
• | obj | – | VWR-1110 | 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.