Atop Seid Posted December 25, 2016 Share Posted December 25, 2016 I have spent all day trying to upload some meshes, but I am hitting constant roadblocks. Every time I try to Calculate Weights and Fee, I get the following message:"Mesh0 failed to upload: Multiple errors while validating asset.Upload_InvalidAssetMessage: 'MAX_MAX_HULLS_EXCEEDED'.MissingString(Mav_Details_MAX_MAX_HULLS_EXCEEDED)See SecondLife.log for details"In this case, the vertices are 4194, the hulls are 1108 and triangles are N/A. I should also point out that, at least with this mesh, this issue only seems to occur after using the physics Analyze feature. The only things I changed from the default physics settings are putting the Level of Detail to High and Quality to Preview.This is one of the many issues I have been having. I looked for this error message online and searched for it in the forums, but I cannot find anyone else with the same issue. As for the other errors I am recieving, I have been unable to find anything that concretely fixed the issue. But I would rather fix this problem first. Link to comment Share on other sites More sharing options...
arton Rotaru Posted December 25, 2016 Share Posted December 25, 2016 The maximum number of hulls per mesh is 256. With no more than 256 vertices per hull. It's easiest and also most efficient to create a custom collision mesh which is as simplified as possible to begin with. Link to comment Share on other sites More sharing options...
Atop Seid Posted December 25, 2016 Author Share Posted December 25, 2016 Do you mean the maximum number of hulls per physics shape? I ask as, as I said, the upload seems to work fine without applying physics. Is there not some shortcut to creating a custom collision mesh? I would much rather not have to create one for each of my structures by hand. Link to comment Share on other sites More sharing options...
arton Rotaru Posted December 26, 2016 Share Posted December 26, 2016 Each mesh object requires a physics shape. If you do not specify one under the Physics tab, the importer will create a single convex hull with no more than 256 vertices which encompasses the entire mesh on it's own. If you do specify a mesh as the physics shape, and hit the Analyze button, the chosen mesh will be decomposed into a set of convex hulls. If this set of hulls exceeds 256 hulls, it will throw the error. The more complex this mesh is, the more hulls it will produce. So it's common practice to create very simplified meshes to be used as collision shapes. You can play with the simplify methods under Step 3 to reduce the number of hulls. The results may have rather high physics weights still, and/or the shape might not be as accurate as you would like to have it, though. Try setting the Method to Retain % and decrease the Retain value under Step 3, until the hulls are reduced to less than 256. Link to comment Share on other sites More sharing options...
Atop Seid Posted December 26, 2016 Author Share Posted December 26, 2016 I have tried simplifying. Much to my disappointment, I have been unable to get these simplified meshes to fill all the gaps in the walls and the floor to prevent me from falling through. Link to comment Share on other sites More sharing options...
arton Rotaru Posted December 26, 2016 Share Posted December 26, 2016 Right, that's why hand made physics shapes are pretty much necessary. It will be beneficial to achieve the desired shapes, and most often will have lower physics weights, which means better performance as well. Taking shortcuts isn't actually something that works that well in 3D content creation. It's not that much of extra work either though. Just have to make sure the physics shapes keeps the bounding box dimensions of the visual mesh. Link to comment Share on other sites More sharing options...
Atop Seid Posted December 27, 2016 Author Share Posted December 27, 2016 Understood. Though I am disappointed that I could not find an easier method, I will content myself to this regardless. Many thanks for your help. Link to comment Share on other sites More sharing options...
ChinRey Posted December 30, 2016 Share Posted December 30, 2016 Atop Seid wrote: Understood. Though I am disappointed that I could not find an easier method, If it had been easy everybody would have been doing it. Arton was too polite to mention this but if you get the max hull error for a house, you're really not doing it the ideal way. One hull for each wall and one for each floor (although you don't really want to use hull physics at all for walkable surfaces). Add two hulls for each doorway, one or two for each door and four for each staircase and then maybe two for the roof. Then maybe a few for railings and free standing columns and such and perhaps your floors and roof are so complex they need a few extra hulls, but even so, 50 hulls is a lot for a house and each and every hull adds 0.36 to the physics weight. One relatively common "cheat" is to make the whole mesh phantom and then add invisible prims for physics, the way you do it with sculpts. It's not a very efficient solution but it works and your house isn't going to be an efficient build anyway so it shouldn't make much difference. Link to comment Share on other sites More sharing options...
XxMaryxX Mistwallow Posted January 1, 2017 Share Posted January 1, 2017 I find this annoying and the fix i use is break the mesh down into smaller parts, you can still upload your mesh as one upload but it will calculate the hulls of each seperate part and will exceed the limits I've uploaded meshes with 500 hulls but because the individual parts don't exceed the limit it calculate fine and uploads hope this helps P.s dont forget to make the parts closed meshes ie: if you have a wall make sure it's not just 2 planes side by side make them into a box thats connected on all sides or you'll screw up the physics Link to comment Share on other sites More sharing options...
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