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Fenix Eldritch

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Everything posted by Fenix Eldritch

  1. Thank you for your responses! After spending the rest of last night playing around, I actually managed to cobble together a shell mesh of my prim building. Test uploaded it on the preview grid and it only costs 4 prims (and that's without doing any work on the LODs). Original prim build was 40+ prims, so I'm very pleased! Also, I'm happy to report that if you set the scene measurements to metric, the Collada exporter in Blender 2.5 will honor them when uploaded into SL. Scale is 1 to 1! Also, in case anyone else is looking for this bit of info, I found that you can in fact precisely move/extrude with numbers. What you do is after grabbing or extruding, you just type in a number (pos or neg) and the selected verts will move that many grid units away (meters if you've set your scene up that way). Click or press enter to confirm. PS: Last time I played with uploading a mesh, I would get two assets: a mesh asset (yellow prism icon) and and object with the mesh applied to it. Now I only get the object. Did they do away with the mesh inventory assets in the latest dev build?
  2. Hi everyone! Blender newbie here in need of some advice. Building with prims in SL is the only 3D modeling experience I have, so it's slow going wrapping my mind around things. My first project is to try and recreate a small building I originally made out of prims (hoping to reduce the prim cost with a more efficient model). I want to try to keep the same scaling and dimensions but I am having a hard time working with Blender's grid. Is is possible to set up the grid such that it is similar to SL's? I've found how to make my scene use metric measurements, but the grid itself seems to not actually subdivide the way I'm use to from SL. Also, is it possible to move vertices, edges, etc. X amount of meters away from a local point? Currently using Blender 2.5
  3. A good point to remember is that in SL, real physics don't apply. In this case, consider that you don't have to link the ferris wheel to the base, nor the gondolas to the wheel. They could all be free floating (non-physical) with scripts in each object to non-physically reposition them relative the the wheel's rotation. However... you could also consider creating each sub-object (base, wheel, gondolas) out of sculpted prims (or mesh when they are implemented). With each element being one prim, you could link them all together. Though I believe each gondola would need a script to control sit positions.
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