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<div class="moz-cite-prefix">The mesh exporter can theoretically
increase land impact because it translates each face into a
separate object. If you upload it as-is with out any prep work
done to the resulting .obj file you can end up with a high land
impact. For example, a cube has 6 faces on it. Mesh exporter would
translate each face to a separate object. If uploaded with out any
modification to it, you would now have an object with a land
impact of 6 because those objects weren't joined together in
say... Blender (or your 3D editor of choice); If you unlinked the
object you would find that you can edit and move each side of the
cube as if it were it's own prim. You would have to import the
object to your editor, apply a material to each side of the cube
(to preserve the fact that each side is a face. If you simply just
joined all the sides with no materials then you would end up with
a cube that has only 1 face) and then join all those sides
together into one object. Then when you export that to .dae and
upload it, you now have a cube that only takes 1 land impact,
still has 6 faces, and is all one object (that is, you can't edit
each side and move them around individually).<br>
<br>
It's ultimately up to the person exporting mesh to do that work or
not, but with a little patience, the resulting export can be
worked to have the same land impact as the original.<br>
<br>
There's plenty of reasons why someone would want to do this. For
example, I had an old attachment I created a while back that was
roughly 30 prims. By converting it to mesh, I was able to edit and
join lots of pieces together (using up to 8 materials per object)
into a single object. The result? 3 prim count and an attachment
that is worlds easier to size to your avatar. It was also able to
be rigged with some pretty decent results.<br>
<br>
On 8/15/2013 6:59 AM, R.Gunther wrote:<br>
</div>
<blockquote cite="mid:520CC29E.2070301@rigutech.nl" type="cite">
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<div class="moz-cite-prefix">I heared that the mesh exporter would
increase Land Impatc.<br>
Still not sure why you want to export mesh, you can upload fresh
one from your hdd to. Or use oar / iar.<br>
<br>
On 2013-08-15 13:45, John Lester wrote:<br>
</div>
<blockquote
cite="mid:CADzbR0=5deeX73o90K0_VayKmo1Y8x3qcZZ9HEgUFTs8veJHAA@mail.gmail.com"
type="cite">
<div dir="ltr">Hi folks,
<div><br>
</div>
<div>I just discovered Singularity's new ability to export any
prim-based object as a mesh model (save as .obj or .dae).
Wow...</div>
<div><br>
</div>
<div>Has anyone else been playing around with this feature?
Is there documentation somewhere I can check out? Are they
planning to add the ability to include texture mapping in
the future? </div>
<div><br>
</div>
<div>I'm really blown away by this feature. Great work,
Singularity developers!</div>
<div><br>
</div>
<div>-Pathfinder</div>
<div><br>
</div>
<div>
<div><a moz-do-not-send="true"
href="http://about.me/pathfinder" target="_blank">http://about.me/pathfinder</a><br>
<br>
“If you want to build a ship, don’t drum up the men to
gather wood, divide the work and give orders. Instead,
teach them to yearn for the vast and endless sea.”
-Antoine de Saint-Exupéry</div>
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<pre class="moz-signature" cols="72">--
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