Jump to content

need help with mesh and normal prims


Sheena Foxdale
 Share

You are about to reply to a thread that has been inactive for 3801 days.

Please take a moment to consider if this thread is worth bumping.

Recommended Posts

You're not doing anything wrong.

Normal prims, whether they are simple cubes or hollow tori (or a sculpty), are weighted at 1 prim = 1 landimpact.

The landimpact of a mesh object is based on the impact it will have on the SL servers and end user's systems. These impacts are split into 3 groups: download, physics and server. The landimpact is the highest of these 3 values.

So far so good, but when you link a normal prim (or a sculpty) to a mesh object, the normal prim will have a landimpact based on the "mesh rules".

You can see what impact your normal prims will have by editing them (before linking), then selecting "more info" from the menu (object tab I think). If the download weight is very high, there's not a lot you can do but rebuild your item. Chances however are the physics weight is very high. You can select the individual prims and set the physics shape to either "convex hull" or "none" (features tab). Obviously by setting the physics shape to "none", you can no longer walk into the object, but it also means the physics weight will be 0. You can't set the physics shape of the main prim (yellow in the linkset) to "none".

PS.. V1 based viewers like Phoenix do not have the "more info"  button as far as I know.

  • Like 1
Link to comment
Share on other sites


Sheena Foxdale wrote:

...even set the mega to phantom and still a no go...

Don't set it to phantom, set the physics type to "none" instead, that has pretty much the same effect but leaves you with zero physics cost. Joining normal prims and meshes can have unexpected results, but in many cases it will be a pleasant surprise.

What you didn't post yet is if it is indeed the physics weight that makes the landimpact so high.

Link to comment
Share on other sites

  • 1 year later...

You can't avoid having a physics shape in the mesh asset, If you don't give it one, the uploader still creates a default convex hull from thr low LOD visible mesh. That can sometimes still have a high physics weight, If you set the physics shape type inworld to "None", that lets the physics engine ignore the object completely, whatever its physics shape, and reduces the physics weight to zero. However, you can't set the physics shape type of an unlinked object, or the root of a linkset, to "None". So to use this type the object has to be linked to at least one other, which will still have a physics weight. If the other is a (tiny invisible) undistorted cube prim, it will have physics weight of only 0.1.

Link to comment
Share on other sites

You are about to reply to a thread that has been inactive for 3801 days.

Please take a moment to consider if this thread is worth bumping.

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...