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<div class="moz-cite-prefix">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.<br>
<br>
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 <b>go inside</b> the buiding.
(At least I couldn't go inside my own building.)<br>
<br>
On the other hand, I suppose that if you WEAR the mesh spaceship,
that constraint might not apply.<br>
<br>
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!<br>
<br>
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?<br>
<br>
Wade<br>
<br>
<br>
On 2/17/14 7:58 PM, Chris wrote:<br>
</div>
<blockquote cite="mid:5302DA48.7070400@gmail.com" type="cite">"Can I
for instance take a mesh model of a spaceship and sit inside it
and fly it in opensim? "
<br>
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.
<br>
<br>
"Can I build mesh exotic buildings and use them in all the ways I
can not mesh builds?"
<br>
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).
<br>
<br>
"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."
<br>
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.
<br>
<br>
"Can I create linksets that include mesh and non-mesh items and
add scripts and so on?"
<br>
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)
<br>
<br>
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 :)
<br>
<br>
On 2/17/2014 6:14 PM, Seren Seraph wrote:
<br>
<blockquote type="cite">My most basic question is what can and
cannot be done with mesh in
<br>
opensim and/or SL? Can I for instance take a mesh model of a
spaceship
<br>
and sit inside it and fly it in opensim? Can I build mesh
exotic
<br>
buildings and use them in all the ways I can not mesh builds? I
<br>
recognize I can't do various prim manipulations on meshes in
world but
<br>
don't have a good feel for what limitations this imposes. Can I
create
<br>
linksets that include mesh and non-mesh items and add scripts
and so on?
<br>
<br>
Is there a good FAQ or paper on this somewhere?
<br>
<br>
- seren
<br>
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<br>
</blockquote>
<br>
<br>
</blockquote>
<br>
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