Models

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Revision as of 23:31, 3 June 2023 by Tess Juel (Talk | contribs)

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As a 3d application platform, models are one of the most important content types in OpenSimulator.

There are currently three forms of models supported by OpenSimulator, each with their own strengths, drawbacks and quirks:

  • Parametrized Primitives (often called "prims")
  • Sculpted Primitives (often called "sculpts" or "sculpties")
  • Polylist meshes (Mesh)

In addition there are three special forms of visual objects that are not covered on this page:

  • The avatar
  • System vegetation
  • Particles

Creation Process

More detailed information about the creation process can be found in the wiki's content creation section:

Parametrized primitives can be created in world with build functionality. This is done by using the right-click menu, and clicking the "Build" button. This will pop up a window which allows you to select a shape to create in world. Once this shape has been created, you can use the window to change the parameters which control the shape of the primitive.

Sculpted primitives are defined by a special bitmap image which can be created with 3d modeling programs which support sculptures.

Mesh files can be created in many 3d modeling programs such as Blender, 3DS Max, Maya, etc.

Generally speaking, parametric primitives are best suited for simple geometric objects and for allowing collaborative in-world building. They are by far the most reliable and understood of the three formats. However, primitives contain a great deal of extraneous geometry used to enable their parametric behavior (in-world building/deformation with sliders).

Sculpted primitives are ideal for creating organic shapes (such as trees, body parts, sculpted surfaces) when you want to be sure of backwards compatibility. Unfortunately, they have a high amount of geometric detail which cannot be altered by the creator and can be difficult to texture properly.

Mesh files are excellent for experienced content creators, especially those coming to OpenSimulator from other 3d platforms. When correctly utilized, they can have as much expressiveness as sculpted primitives and more efficient geometry than parametric primitives. The learning curve for mesh file creation is somewhat steeper, and there is more ways to get in trouble using it.

See https://chinrey.blogspot.com/2019/03/lag-geometry-prims-meshes-and-sculpts.html for a more in depth description about the pros and cons of prims, sculpts and meshes.

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