[Opensim-users] what version of collada is expected by various standard viewers & opensim
Dr Ramesh Ramloll
r.ramloll at gmail.com
Sat Jul 6 02:07:33 UTC 2013
Hi Dahlia,
If I understand you correctly, if I upload a grass plant in mesh and
then just multiple copy it inworld, it would not make a difference if
made a grass patch in mesh and then uploaded it. Let me know, am kind
of dabbling with this issue right now. Am thinking in the way for
leaves in a tree.
R
On Fri, Jul 5, 2013 at 9:43 PM, Dahlia Trimble <dahliatrimble at gmail.com> wrote:
> If an object is made up of many pieces, all of which are the same mesh, then
> it would be better to upload the mesh once and just duplicate it. This is
> because the mesh is a single asset and the viewer *should* only download it
> once. However, each piece is still a single "prim" whether it's a prim, a
> sculpt, or a mesh, and will still require a message from the sim
> (ObjectUpdate packet) telling the viewer that it is there. This message is
> quite small compared to the size of the mesh asset though and many of them
> can be sent quite quickly. If the same mesh was uploaded many times and
> these different uploads were used in the same scene, then each mesh would
> get a different Asset ID and the viewers would have no way of knowing they
> were all the same and would need to download each copy separately; this
> could put quite a strain on the simulator and the network and should be
> avoided.
>
> Note that in Second Life, "Land Impact" may be adversely influenced by many
> copies of the same mesh *even though the mesh only has to be sent to each
> viewer once*. This is an oversight in the design of Land Impact and
> OpenSimulator does not have this issue as it does not implement Land Impact.
>
>
> On Fri, Jul 5, 2013 at 5:49 PM, John Sheridan <john at pseudospace.net> wrote:
>>
>> re : "The various editors I tried require a lot of gymnastics just to get
>>
>> objects that render well in them to be imported into opensim.
>> I am only familiar with ac3d, and Blender somewhat."
>>
>> I've been working with Blender 2.6, and while I'll admit it takes a bit of
>> adjusting if you're moving from prim based modeling it works perfectly with
>> opensim uploading through either Firestorm or Kokua. Scaling is a bit of a
>> headache but after upload my models show exactly as they did in Blender and
>> oddly enough, they seem to actually load a bit faster.
>>
>> While on the topic of mesh, I did have a quick question to anyone out
>> there regarding instancing. Awhile back (before the advent of mesh) I seem
>> to remember someone mentioning that sculpts were superior to normal prims as
>> only one copy of the sculpt is downloaded and then applied to all objects it
>> was used on by the viewer. Would anyone happen to know if the same holds
>> true for mesh? Say in the case of an model with multiple duplicated pieces,
>> would it make better sense to include one copy of the duplicate piece in the
>> dae and then duplicate it in world or just glob it all together during the
>> import?
>>
>> Thanks, :)
>>
>> - John / Orion Pseudo
>>
>>
>> On 07/05/2013 08:08 PM, Nebadon Izumi wrote:
>>>
>>> The various editors I tried require a lot of gymnastics just to get
>>> objects that render well in them to be imported into opensim.
>>> I am only familiar with ac3d, and Blender somewhat.
>>
>>
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>
>
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--
'Consider how the lilies grow. They do not labor or spin.'
Rameshsharma Ramloll PhD, CEO CTO DeepSemaphore LLC, Affiliate
Research Associate Professor, Idaho State University, Pocatello, ID
83209 Tel: 208-240-0040
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