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Simple mesh keeps failing to upload: MAV_BLOCK_MISSING What does this mean??


Axios Xaris
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I've made considerable progress in learning this Mesh thing although I've been finding it rather finicky lately. Using 3dSMax, I've been making simple building components necessary to build a new home inworld and made to save prims. Thus far I've successfully made and uploaded most of them but there is this one simple mesh in the shape of a hollow octagon that I need to make an octagonal room that just wont upload at all for some reason when I try to calculate the cost with the physics settings on high. I need the physics set on high because I want to make it possible to move inside the room. This would not be possible with any settings lower than that. But I mean for gods sake, it is only a simple object that does not have very many triangles at all. But still I keep getting this MAV_BLOCK_MISSING message. Just what does this mean?

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That error message can be caused by many different things. For triangle-based physics shapes (when you don't press "Analyze") it's not just the number that matters, but their size - with smaller triangles being worst. It's possible that your mesh has some very small or narrow triangles that are unacceptable fot the physics engine. This might be the case if your walls are two back-to-back surfaces with very little or no space between, so that the edges are very narrow triangles. In this case, you don't need both faces for the physics mesh. You can just use the outer face (or the inner) and remove the edges. Upload that as the physics shape. That will minimise the physics weight as well as possibly eliminating unacceptably narrow triangles.

Alternatively, you can make a physics shape mesh from eight non-overlapping boxes, with some thickness to the walls, but click "Analyze". This should provide a set of eight hulls with eight vertices each, which should have a physics weight of 2.88

If instead, you upload the mesh withour a pjhysics shape and link it to eight box prims with no distortions other than stretch, make one of the boxes the root, make them all invisible, and set the mesh physics type to "None". then the physics weight should be only 0.8.

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