Mesh/What is mesh?

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Revision as of 15:41, 18 May 2011 by Rand Linden (talk | contribs)
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Mesh is a new capability to bring models, known as meshes, created in other applications into Second Life. Mesh will be available on the aditi developer grid initially, and will be available to all residents after the open beta period is concluded.

Brief demo and introduction to mesh

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Mesh glossary

  • Mesh - A collection of triangles with a single transformation matrix, roughly equivalent to a "Prim" in SL.
  • Submesh - A subset of a mesh, equivalent to a "Face" in SL. Associated with a texture entry.
  • Model - A collection of meshes, equivalent to a "Coalesced Object" in SL.
  • Project Viewer - A special version of the Second Life viewer that allows you to test new features before they are officially released.
  • Aditi - A separate grid from the main Second Life world, where you can test new features and ideas, such as mesh upload, without risk to any of your Second Life assets. You can read more about Aditi at: Preview Grid.

What kinds of objects can be imported as a mesh?

Mesh supports models represented as COLLADA files. Many applications can create COLLADA files, or can create files that can be converted into COLLADA format. COLLADA is a very general format, so not all COLLADA files will be supported. Learn more about how to create a mesh for import to Second Life here.

Meshes may be general purpose, representing simple geometry, or rigged, in which case they also store information allowing them to be animated along with a Second Life avatar.

Types of meshes

A simple mesh is a mesh with a single face. It has a single color and texture, and can model a simple object in the real world.

A multi-face mesh is a mesh with multiple textures.

A rigged mesh is a mesh with an internal virtual skeleton. Manipulating the virtual skeleton causes corresponding changes in the shape of the mesh, which allows the mesh to be animated.

Why use meshes in Second Life?

The ability to import meshes to Second Life means more detailed, complex, realistic and creative objects and avatars are available to everyone. Designers can now use external software tools to design avatars and other objects for use inworld. Avatar designs can be joint-rigged, allowing natural-looking animation without a need for extra scripting.