<div dir="ltr"><div>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.<br>
<br></div>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.<br>
</div><div class="gmail_extra"><br><br><div class="gmail_quote">On Fri, Jul 5, 2013 at 5:49 PM, John Sheridan <span dir="ltr"><<a href="mailto:john@pseudospace.net" target="_blank">john@pseudospace.net</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">re : "The various editors I tried require a lot of gymnastics just to get<div class="im"><br>
objects that render well in them to be imported into opensim.<br>
I am only familiar with ac3d, and Blender somewhat."<br>
<br></div>
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.<br>
<br>
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?<br>
<br>
Thanks, :)<br>
<br>
- John / Orion Pseudo<div class="im HOEnZb"><br>
<br>
On 07/05/2013 08:08 PM, Nebadon Izumi wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
The various editors I tried require a lot of gymnastics just to get<br>
objects that render well in them to be imported into opensim.<br>
I am only familiar with ac3d, and Blender somewhat.<br>
</blockquote>
<br></div><div class="HOEnZb"><div class="h5">
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