Mesh/Exporting a mesh from Blender

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Revision as of 08:36, 30 December 2010 by Bea Linden (talk | contribs)
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Video tutorial

Simple tube rigged mesh avatar

<videoflash type="youtube">3JHWDdrIeD0|640|505</videoflash>

Mancandy timelapse

<videoflash type="youtube">8w88B7F7v_k|640|505</videoflash>

Basic workflow

Create a box (or monkey or teapot or hippo)

Reduce polygons

The easiest way to reduce the polygon count of your mesh is via the "Poly Reducer" script, accessible via the Mesh -> Scripts -> Poly Reducer. This script reduces the number of polygons in the model without affecting its shape, much like the "Decimate" tool, but also maintains the mesh's UV mapping.

To quickly and easily produce a set of LOD meshes:

  1. Make sure your blender file is saved
  2. Export your full-detail mesh to COLLADA
  3. Run Poly Reducer with a poly reduce setting of 0.5 (to reduce your polygon count by half).
    • If you make any manual changes to tweak the resulting mesh, remember to update the UV map to match.
  4. Export your mesh to COLLADA; this will be the "medium" level of detail.
  5. Reload your original full-detail mesh. It's good to start from the full-detail mesh each time to prevent errors from accumulating, though this may not be a significant concern for simple meshes such as attachments.
  6. Run Poly Reducer with a poly reduce setting of 0.25 (to reduce your polygon count by three quarters).
  7. Export your mesh to COLLADA; this will be your "low" level of detail.
  8. Reload your original full-detail mesh.
  9. Run Poly Reducer with a poly reduce setting of 0.125 (to reduce your polygon count by seven eighths).
  10. Export your mesh to COLLADA; this will be your "lowest" level of detail. You may also want to use this mesh when defining your model's physics.

Unfortunately the Poly Reducer script is currently only available for version 2.4x of Blender. The "Decimate" modifier is a serviceable substitute but the downside is that you'll need to redo the UV map for each LOD level.

Apply textures

Scale to meters

Export to COLLADA

Import to SL

Best Practices

Bones and rigging

Gotchas and workarounds

Optimization techniques

Tutorial links