Mesh/Decomposing a mesh for physics shape

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Revision as of 12:25, 22 September 2010 by Vir Linden (talk | contribs) (Created page with '* Download duck.dae from https://collada.org/owl/download.php?sess=0&parent=126&expand=1&order=name&curview=0&binary=1&id=698 * Open the Build menu, choose Upload, click 'Model.....')
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  • Download duck.dae from

https://collada.org/owl/download.php?sess=0&parent=126&expand=1&order=name&curview=0&binary=1&id=698

  • Open the Build menu, choose Upload, click 'Model...'
    • Alternately, open the Inventory, click the + menu button and Upload > "Model"
  • A file dialog box will open
  • Pick the COLLADA file you downloaded from your computer.
  • The Import Model window will appear.
  • Click the 'Generate LOD' button at the top of this window.
  • The viewer will take a few seconds to process this
  • Click the drop down next to Physical Shape, choose Triangle Limit.
  • Type 4212 into the text field and hit Enter
  • The duck will appear in the preview window
  • Click the >> button next to Physical Shape to open the Physics

Decomposition tool window.

  • Decompose Quality = Preview
  • In the Physics Decomposition tool window set Method = Surface
  • Click the Decompose button.
  • The viewer will take a few seconds to process
  • Slide the Explode slider to see the Decomposed shape. (The explode

shader does not change the Decomposed shape, it only moves it away from the Mesh visually so you can see it clearly.)

  • Click Simplify
  • The Decomposed pieces are simplified into a single object.
  • Click the Upload button to upload the mesh with this simplified Physics Shape.
  • Rez the Model
  • Enable the Develop menu with ctrl-alt-q
  • Enable Develop menu > Render Metadata > Physics Shapes
  • Objects will display a color overlay. A blue overlay indicates the

object's physics are efficient and will produce very little load on the sim. A red overlay indicates the object could potentially cause high physics lag on the region.

  • Scale the Model down so it's about 5m high