Mesh/Troubleshooting

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< Mesh
Revision as of 12:23, 21 June 2011 by Rand Linden (talk | contribs)
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To troubleshoot your model, please make sure your model complies with these guidelines.

If the problem you're having isn't covered here, please check the tool-specific pages on this wiki and the mesh forum.

COLLADA file format

We support the COLLADA 1.4 specification.

Export triangles

We support triangles and polygons, not nurbs, surface patches, etc.

Skin weights

We support up to 4 influences per vertex.

Rigging

Your skeleton names and hierarchy must match the Second Life avatar skeleton.

Note: The following was pulled directly from the XML file mentioned in the above link. It includes an extra "head" bone (mSkull) which is, I believe, where the avatar's hair rest and the "skull" attachment point resides, and the mToeLeft and mToeRight bones, which are more than I expected to exist on the foot as I've been wanting a toe bone for years. I haven't tested if these are usable, animating bones yet. -Stickman 18:21, 20 June 2011 (PDT)

That is, your skeleton should include the following bones:

Torso and Head

  • mPelvis (root)
  • mTorso (child of mPelvis)
  • mChest (child of mTorso)
  • mNeck (child of mChest)
  • mHead (child of mNeck)
  • mSkull (child of mHead)
  • mEyeRight (child of mHead)
  • mEyeLeft (child of mHead)

Arms

  • mCollarLeft (child of mChest)
  • mShoulderLeft (child of mCollarLeft)
  • mElbowLeft (child of mShoulderLeft)
  • mWristLeft (child of mElbowLeft)
  • mCollarRight (child of mChest)
  • mShoulderRight (child of mCollarRight)
  • mElbowRight (child of mShoulderRight)
  • mWristRight (child of mElbowRight)

Legs

  • mHipLeft (child of mPelvis)
  • mKneeLeft (child of mHipLeft)
  • mAnkleLeft (child of mKneeLeft)
  • mFootLeft (child of mAnkleLeft)
  • mToeLeft (child of mFootLeft)
  • mHipRight (child of mPelvis)
  • mKneeRight (child of mHipRight)
  • mAnkleRight (child of mKneeRight)
  • mFootRight (child of mAnkleRight)
  • mToeRight (child of mFootRight)

Model size

If the model you're importing is too small or too big, please check the unit settings in your modeling software.

Axis

In Second Life, the Z-axis is the vertical axis.