Mesh/Upload Model UI reference
The Upload Model window provides controls for uploading COLLADA (.dae) files to Second Life. It generates alternate levels of detail and physics models by default, but provides options for more precise control by expert users:
Preview
The Preview section of the Upload Model window is always visible. It contains various controls for previewing your model at various levels of detail, and you can pan and zoom around the model preview using Second Life's normal camera controls.
- Name:""" Enter a name for your model
- Level of Detail: Use this dropdown menu to preview your model at the selected level of detail.
- Gear icon
- Show edges: Shows the edges of your model, between vertices.
- Show physics: Shows the physics representation of your model as either a yellow wireframe mesh or a series of colored hulls.
- Show textures: Shows any textures that are applied to the model.
- Show skin weight: If the model contains skin weight information, this shows a preview of what the model looks like when worn by an avatar in the default standing animation.
- Show joint positions: Shows the position of custom joint locations, if any are included in the model.
Weights and fees
This section displays a breakdown of the model's calculated streaming, physics and simulation costs, its prim equivalent cost, and a breakdown of the upload fee based on the model's weights and textures.
Level of Detail
This tab is the first step in the model upload process, in which you specify levels of detail for your model. Levels of detail (LOD) determine how the model looks at various distances. As you get farther away from a model, it renders in less detail to boost performance.
Preview your model's automatically generated levels of detail on the Level of Detail tab by clicking High, Medium, Low, or Lowest. Notice how the object's complexity is reduced at each level.
After you make selections in this tab, click the Physics tab.
Select Level of Detail
Click High, Medium, Low, or Lowest to preview and modify your model's various levels of detail (LOD). The status indicator color will show the whether your model is suitable for upload:
- Green - No problems detected. Ready to upload.
- Red - Too many vertices at this level of detail. Models at each level must have fewer vertices than the level above them.
Source
Select from the Source dropdown how you will specify your model's LOD:
- Load from file
- Auto-generate
- Use LoD above
Method | Choose a complexity level for your object, based upon a maximum number of triangles or a maximum amount of overall change in your model's shape:
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Generate Normals: Provides options for generating surface normals on your model, affecting its shading and appearance of "hardness" along edges between vertices.
Crease Angle |
Adjusts the smoothness of the model. Increase this value to soften the hard, "faceted" look of models with relatively few vertices.
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Physics
Important: This article has been translated. The translation was imported on Aug 19 2011. Any changes will require re-export for incremental translation. |
This tab is the second step in the model upload process.
A model's physics shape defines how it collides with other objects, and is typically simpler than its visual appearance to reduce computational cost. For example, a complex vehicle model might have a square physical box shape. NOTE: Models meant to be used as vehicles must not have a physics weight higher than 32.
Step 2: Analyze and Step 3: Simplify are not mandatory for creating a physics shape for your model, but can significantly decrease your model's physics weight.
After you make selections in this tab, click the Modifiers tab.
Step 1: Level of Detail
Choose one... | Select a level of detail to automatically generate a physics model based on an existing visual level of detail:
Lowest or Low are adequate for most purposes and incur a relatively small physics cost. |
From file | Select this option to upload your own physical model from a .dae file. This gives you the greatest control over the model's physics shape. Click Browse to select a file. |
Step 2: Analyze
Select options in this section, then click Analyze.
Method | Select a decomposition method for the model. Each method is best suited to a particular type of shape, because it will return the most accurate and least costly results for models of that type:
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Quality | Select 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, try Preview setting first to confirm your smoothing and select Close Holes, then switch to High to get the best simplification results. |
Smooth | Set the tolerance to which coplanar triangles are merged. The value is 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) | Select to fill any holes in the physical representation of the model (if possible) to fix minor errors in the model. Selecting this option will also close intentional openings in objects: do not use for models that have intentional openings, such as door frames. |
Step 3: Simplify
Select options in this section, then click Simplify.
Method | Select a simplification method:
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Passes | Increase this value to create results with fewer overlapping hulls and more accurate overall representation of your model's physical shape. |
Detail Scale | Reduce this number to preserve 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 (below the Preview pane) to explode your view of the hulls that comprise your physical model. Make sure the Physics box below the Preview pane is also checked. On objects with many hulls, this can help you to find and examine hulls that would not otherwise be entirely visible. |
Modifiers
Important: This article has been translated. The translation was imported on . Any changes will require re-export for incremental translation. |
This tab is the third step in the model upload process, in which you specify additional features on your model, such as textures.
When you have specified all the information you wish to on this tab:
- Click Calculate weights & fee, then review the resource weights, prim equivalent cost, and Linden dollar cost of your model.
- Click Upload to upload your model to Second Life.
Scale | Increases or decreases the base size of your model. Increasing the scale of a model can result in an increase in resource and upload costs. |
Dimensions | Shows the model's dimensions with the specified scale. |
Include textures | Select to include the model's textures in the upload, and automatically apply them to the model. Each texture increases the upload fee by L$10. Uploaded textures also appear in your inventory inside a new folder in your Textures folder. The new folder has the same name as the uploaded model. |
For avatar models only:
Skin weight | Select to include the model's skin weight information for the purposes of avatar rigging. |
Joint positions | Select to include the model's joint positioning information for the purposes of avatar rigging. |
Pelvis Z Offset | Set to change the vertical offset of a rigged mesh when it is worn on an avatar. Use this parameter to help properly align meshes that are not meant to be centered on an avatar's root location (pelvis). |