Game Development Reference
In-Depth Information
2.3.2.2 Tab 2-Physics Guidelines to Follow
Use this for both Second Life and OpenSim. Please see the known problems section regarding uploading
models from SketchUp.
1. Step 1: Level of Detail (for the physics collision shape) Select “From File” and load in the accom-
panying physics .dae ile. This physics ile will have a name that matches the mesh model. This is a
simpliied version of the mesh model structure, with no textures on it, that will be used by the mesh
model as a physics collision shape. Note: In future usage, on your own models. To use the Upload
menu for the generation of a physics shape is a trial and error process. You will save more time,
if you make your own simpliied versions of your mesh model and use that for a physics shape ile.
2. Leave Step 2 and Step 3 alone on this menu tab for these uploads.
3. Note: In Second Life, the physics shape type on a mesh is set to “convex hull” under the Features
tab of the Build/Edit menu, by default. You will need to change this to “prim” for every mesh you
upload. The prim setting for physics shape type is the default in OpenSim.
2.3.2.3 Tab 3-Upload Options to Use
1. Use the scale spinner to enlarge/reduce the mesh model on Upload if the project calls for it.
2. Texture guidelines to follow on Upload: The textures for the model must be in the same folder as the
model in order for them to be applied to the surfaces of the model during an upload. They will be
included with the model, as long as the Include Textures box is ticked when you upload.
2.3.3 K noWn p roBlems WiTh u ploads in s eCond l ife and o pen s im
1. Make sure that mesh models uploaded in Second Life, are set to “prim” under Physics Shape type
in the Features section of the Build/Edit menu.
2. In both Second Life and OpenSim, mesh models that have multiple parts may not be uploaded with
the same key or main prim with which the mesh model was created. If you are uploading a mesh
model, and need a speciic part to be key, you may need to unlink it and re-link it when the mesh is
rezzed inworld.
3. Loading models from SketchUp into Second Life can be problematic. Even though, SketchUp
will save a COLLADA .dae ile that will upload to Second Life, you may ind that the physics
shape will not function properly. If you are going to make many mesh models for Second Life, it is
recommended that you use a modeler like Blender or 3DS Max. There seems to be no such prob-
lems in OpenSim with uploading a mesh model from SketchUp; it will take a COLLADA .dae from
SketchUp as well as the physics “From File” setting.
4. Sections of a model that were built with a transparent material on them may become opaque
because of a state change in the upload. To make them transparent again, go into Edit Linked and
select that part or face, not the whole linked object. Then, in the Edit Menu, under the Texture Edit
tab, change the transparency to what you need.
2.3.3.1 Licensing Information
All the 3D model content, Ann Cudworth's sound content, and other content that she and Tim Widger
have created for this topic are provided under the Creative Commons Attribution 3.0 license (http://
creativecommons.org/licenses/by/3.0/deed.en_US), which means you are licensed to (1) share it (to copy,
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