Mesh

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== Introduction ==
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OpenSimulator supports the use of collada meshes. It must be noted that at the time of this writing, mesh support is still under development at Linden Labs, and they make changes to that all the time. Therefore, we can not guarantee that the current implementation of mesh support in OpenSim will be 100% compatible to the final version on SecondLife, once that gets rolled out. If you plan on using OpenSim to develop meshes for SecondLife, make sure you update Opensim frequently.
  
OpenSimulator supports the use of collada meshes.
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== Enabling mesh support ==
 
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It must be noted that at the time of this writing, mesh support is still under development at Linden Labs, and they make changes to that all the time. Therefore, we can not guarantee that the current implementation of mesh support in OpenSim will be 100% compatible to the final version on SecondLife, once that gets rolled out. If you plan on using OpenSim to develop meshes for SecondLife, make sure you update Opensim frequently.
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=== Enabling mesh support ===
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To make sure that your OpenSim server has mesh support enabled, edit OpenSim.ini, and look for the lines that should read:
 
To make sure that your OpenSim server has mesh support enabled, edit OpenSim.ini, and look for the lines that should read:
 
  [Mesh]
 
  [Mesh]
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* [http://www.blender.org/ Blender]
 
* [http://www.blender.org/ Blender]
  
=== Other Meshes ===
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== Other Meshes ==
  
 
You may not realize it, but sculpties too are meshes. One important difference with sculpties on Secondlife, is that in OpenSim, you can completely disable the bounding box (the invisible wall that you bump into, when you have a large sculptie). This will allow you to make working sculptie stars, without having to use tricks like invisible prims. By default, this feature is turned on, so no need to worry about that.
 
You may not realize it, but sculpties too are meshes. One important difference with sculpties on Secondlife, is that in OpenSim, you can completely disable the bounding box (the invisible wall that you bump into, when you have a large sculptie). This will allow you to make working sculptie stars, without having to use tricks like invisible prims. By default, this feature is turned on, so no need to worry about that.

Revision as of 14:19, 1 August 2011

Contents

Introduction

OpenSimulator supports the use of collada meshes. It must be noted that at the time of this writing, mesh support is still under development at Linden Labs, and they make changes to that all the time. Therefore, we can not guarantee that the current implementation of mesh support in OpenSim will be 100% compatible to the final version on SecondLife, once that gets rolled out. If you plan on using OpenSim to develop meshes for SecondLife, make sure you update Opensim frequently.

Enabling mesh support

To make sure that your OpenSim server has mesh support enabled, edit OpenSim.ini, and look for the lines that should read:

[Mesh]
   ; enable / disable Collada mesh support
   ; default is true
   AllowMeshUpload = true

If you do not have that section in Opensim.ini, then you can safely add it yourself.

Free Software to make meshes with

Windows

MacOS

Linux

Other Meshes

You may not realize it, but sculpties too are meshes. One important difference with sculpties on Secondlife, is that in OpenSim, you can completely disable the bounding box (the invisible wall that you bump into, when you have a large sculptie). This will allow you to make working sculptie stars, without having to use tricks like invisible prims. By default, this feature is turned on, so no need to worry about that. However, should you find that you keep running into bounding boxes anyway, you may want to edit OpenSim.ini, and look for the following lines:

[ODEPhysicsSettings]
   ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they
      collide as they look?} {true false} true
   ;; Do we want to mesh sculpted prim to collide like they look?
   ;; If you are seeing sculpt texture decode problems
   ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
   ;; then you might want to try setting this to false.
   ; mesh_sculpted_prim = true

The current default for this is "true".

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