[Opensim-users] Mesh noob question

Wade Schuette wade.schuette at gmail.com
Sat Feb 22 22:11:40 UTC 2014


One warning -- when you import mesh objects the choice of physics you 
are given on the import script is important.   In second life, you have 
to pick the most expensive one.

Basically,  if you have a building and you simply use a spherical or 
concave surface around it as the physics collider,  you will NOT, in my 
experience, be able to *go inside* the buiding. (At least I couldn't go 
inside my own building.)

On the other hand, I suppose that if you WEAR the mesh spaceship, that 
constraint might not apply.

Anyway, I haven't investigated this in detail, but it's something to 
check out.  If nothing else,  build a mesh hollow cube with a door, or a 
hollow cylinder with a door into it and investigate its properties 
before going much further!

Just a suggestion.  I may kill some time and try it myself now and if I 
find out anything I'll post the results.  Anyone else?

Wade


On 2/17/14 7:58 PM, Chris wrote:
> "Can I for instance take a mesh model of a spaceship and sit inside it 
> and fly it in opensim? "
> Yes, provided you can find a vehicle script that is written for 
> OpenSim. Some of these scripts may also be physics engine dependent 
> just be aware. Most SL vehicle scripts won't work as expected (or at 
> all) on OpenSim partially due to slight LSL differences between SL and 
> OS with the physics functions as well as physics engine differences.
>
> "Can I build mesh exotic buildings and use them in all the ways I can 
> not mesh builds?"
> I'm not sure what you're asking. But you can mesh buildings and use 
> them the same as you could normal prim buildings provided the interior 
> is also meshed (For instance a lot of buildings you'll find on Google 
> for Google Sketchup don't have their interiors meshed and so are 
> really only useful for modeling purposes; Such as maybe you're 
> building a big city scape kind of place and you want some buildings 
> for backdrop but not necessarily functional).
>
> "I recognize I can't do various prim manipulations on meshes in world 
> but don't have a good feel for what limitations this imposes."
> It depends on how you construct your mesh and whether or not it's 
> rigged.  Rigged meaning it attaches to your avatar and it moves with 
> your avatar. In the case of rigged mesh there's not a whole lot you 
> can do to manipulate it in world aside from coloring or texturing it. 
> That is because it will all just snap back to its programmed bone 
> positions once you reattach it. With non rigged mesh, it all depends 
> on how you construct it in your 3D editor. If you build your mesh with 
> compactness in mind (less objects, more complexity per single object 
> in your mesh) then it can tend to be less you can do with it in world. 
> If you build your mesh with modifications in mind (more objects, less 
> complexity per object in your mesh) then it can tend to be that you 
> can do more with your modification. Example: If you make a chair and 
> table set but make it all one object in your 3D editor, then you 
> wouldn't be able to move that chair around by itself in world since 
> it's all one solid mesh. If you leave the table and chair separate 
> from each other then you can move the table and chair around 
> individually in world.
>
> "Can I create linksets that include mesh and non-mesh items and add 
> scripts and so on?"
> Yes you can. The viewer and the server doesn't care whether an object 
> is a standard prim, a sculpt, or a mesh from a linking perspective. As 
> far as scripting goes yes as well, although, depending on how you 
> construct your mesh; scripting techniques -may- vary. For instance if 
> you take the above hypothetical table and chair mesh, but you chose to 
> join them together in one object (in your 3D editor) and apply two 
> materials to them (one face for the table and one face for the chair), 
> and you want to be able to retexture them via script; you would need 
> to know how to get the script to recognize that particular object and 
> have it apply textures to those two different faces. This is as 
> opposed to keeping those two objects separate from each other and 
> simply having the script recognize that via object name or description 
> and apply textures depending on which one matches. (I hope that 
> explanation wasn't too confusing. It makes more sense if you try it 
> both ways to see what I mean)
>
> I don't have a FAQ or other resource I can point you to for further 
> explanation; I apologize. But I hope I was able to answer at least 
> some of your questions :)
>
> On 2/17/2014 6:14 PM, Seren Seraph wrote:
>> My most basic question is what can and cannot be done with mesh in
>> opensim and/or SL?  Can I for instance take a mesh model of a spaceship
>> and sit inside it and fly it in opensim?  Can I build mesh exotic
>> buildings and use them in all the ways I can not mesh builds?  I
>> recognize I can't do various prim manipulations on meshes in world but
>> don't have a good feel for what limitations this imposes.  Can I create
>> linksets that include mesh and non-mesh items and add scripts and so on?
>>
>> Is there a good FAQ or paper on this somewhere?
>>
>> - seren
>> _______________________________________________
>> Opensim-users mailing list
>> Opensim-users at lists.berlios.de
>> https://lists.berlios.de/mailman/listinfo/opensim-users
>
>

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