Mesh

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Introduction

Compatible viewers can convert meshes from a standard format like Collada into one that OpenSimulator will be able to use and send to other viewers, according to several conversion and upload options. See your viewer documentation about the format and version it supports

For general information on Mesh use in OpenSimulator, please see Linden Lab wiki pages such as

Note: step 2 and step 3 on last page physics section may not work correctly on viewers for OpenSimulator. OpenSimulator does not support NavMesh.


For more specific information on Mesh use in OpenSimulator, please see the page on how to import mesh


Enabling mesh support

To make sure that your OpenSimulator server has mesh support enabled, edit OpenSim.ini, and look for the lines that should read:

[Mesh]
   ; enable / disable Collada mesh support
   ; default is true
   AllowMeshUpload = true

If you do not have that section in Opensim.ini, then you can safely add it yourself. Mesh support is enabled by default on version 0.9, so this should not be necessary

Free Software to make meshes with

See Tools (Content Creation)#Models

Bento Ready Mesh V5 based viewer

Viewers with Mesh support

  • LL Project Viewer - An experimental mesh supporting viewer by Linden Labs
  • Kirsten's Viewer - A v2 based viewer with heavy emphasis on nice graphics.
  • Singularity - A V1 based viewer, with the good stuff from v2 added. Supports mesh, OSSL, and more.
  • Cool VL Viewer - one of the oldest Third Party Viewers around (former name: Cool SL Viewer), fully OpenSimulator compatible.
  • Firestorm Viewer - A V2 based viewer,Supports mesh viewing and uploading, grid menu for Opensim, also Pheonix Viewer - V1 viewer with mesh view and upload, grid Manager.

Working on including Mesh support

  • Imprudence and Kokua - Imprudence is v1 based, Kokua is v2 based. Both are develped by the same team.

Other Meshes

Old Ode physics: One important difference with sculpties on Secondlife, is that in OpenSim, you can completely disable the bounding box (the invisible wall that you bump into, when you have a large sculptie). This will allow you to make working sculptie stars, without having to use tricks like invisible prims. By default, this feature is turned on, so no need to worry about that. However, should you find that you keep running into bounding boxes anyway, you may want to edit OpenSim.ini, and look for the following lines:

[ODEPhysicsSettings]
   ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they
      collide as they look?} {true false} true
   ;; Do we want to mesh sculpted prim to collide like they look?
   ;; If you are seeing sculpt texture decode problems
   ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
   ;; then you might want to try setting this to false.
   ; mesh_sculpted_prim = true

The current default for this is "true".

  • OpenSimulator version 0.9 with ubOde will allow you to set the Physics Shape Type of any prim (either simple primitive, mesh or sculpt) to None (on child prims only), PRIM or CONVEX. Physics representation will be as close as possible to what that type defines and the information available for that prim. See http://opensimulator.org/wiki/How_To_Upload_Mesh for the mesh case

Troubleshooting

Viewers model upload physics tab

see http://opensimulator.org/wiki/How_To_Upload_Mesh

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