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  1. Hello again, I wanted to use an existing STL file that I got from Thingiverse for a model in SL but the model is massive. I will need to scale it and reduce the mesh. It is the model of a T-REX and has the skull and lower jaw. Combined it has 286,062 tris, lol. I used the decimate and reduced to 10% but I get an error when I try to upload it into SL. This is a two part model that I joined together. Is there a way to see and fix the error in the DAE file? Thanks
  2. I figured it our, The material needs to be added to the other LDO model. Still trying to figure out the amount of fidelity you should have in low and lowest LDOs.
  3. I want to upload more CAD models that the students have created but I have questions on LOD for the models. I created another model without fillets and the tris was reduced to 25% of the original but I got an error - The material of the model is not a subset of the reference model. The lower-level model used the original model?
  4. Thanks Aquila, I will give it a try.
  5. OBTW, when I upload the model to SL the texture needs to be separately uploaded?
  6. Hello I would like to add some AutoCAD parts that my students have drawn. There is a way to convert and scale them in Solidworks and Blender that works well. In Blender I wanted to add the base material and then add text to the object that is the student's name and maybe the name of the part. The first model has only 200 tris but when I add text the tris jump to 718. Since the text is actually geometry I assume this is not the best way to add text on the object. Maybe it would be better to just create an image use a uvmap to put the student name where I want? I did that and it looks ok but had to edit the uvmap to get it to align in the right place. Comments?
  7. Hey thanks for your efforts on the house, it is very cool. I have already created an STL file from Solidworks and the tris are only 370.in Blender. We are using AutoCAD this semester and I wanted to try my hand at drawing in SL. Do you have refence material on converting the floorplan into a 3D model? I need to do some more work in Blender to be able to draw a floorplan but maybe that will be the next thing I do. I was wondering if there is an object snap feature in SL. I am sure some of my walls are not exactly in the right location. I only use the SL Viewer and not Firestorm. Ivy
  8. It took a little bit of effort but uploading the floor plan seems like a good idea ...
  9. Hello I have another project for my students that uses AutoCAD to possibly draw a house in Second Life. There are several challenges with this assignment. Converting feet and inches to meters can be an issue for some students. We can do that but I am sure some students will have problems or forget. Maybe we can upload a common dimensioned floorplan and students can build the house on top of the floorplan image? A 3D model of the house will give students a better appreciation of the design. I would assume I could scale the image to 2K and even use it in Blender to create a model. That could be fun but I want to start with the SL build first. Any suggestions? Thanks IvyTech
  10. Thanks, Aquila for the feedback. I have shied away from Blender Addons but will check the loop tool addon.
  11. I was experimenting with a partial model of my BCC model and noticed that the model had Vertices = 1553 Edges = 4647 Faces = 2098 Triangles = 3098 The after the Alt-J, manual mesh cleanup by merging vertices, dissolving edges, etc.., and deleting every other edge loop I was pretty happy but still had some non-symmetry in the mesh. Vertices = 395 Edges = 828 Faces = 437 Triangles = 789 Is there away to evenly space vertices around a circle? Also, I still don't understand why the STL file has so many issues with it's geometry. along some of the cut edges. Thanks IvyTech
  12. Hey, thanks for your comments. It seems like I always get stuck in Blender trying to reduce mesh models that I import, lol. I have used the decimate modifier before and that sometimes leaves me feeling like the mesh could be better. I think most of my issues come from using a CAD tool like Solidworks but there is a way to decimate in Solidworks as well which will reduce the total number of tris. I can precisely draw almost anything in Solidworks so I am biased. Recently, I have been revisiting some of the stuff I did when I got started with building models to see if I could understand and improve the models and workflow. Thanks to you guys I have learned a lot and continue to explore building more and more models for Second Life. Regards IvyTech
  13. I can also clean up the mesh by merging vertices by distance and then use Bryson's approach to reduce the mesh. I think, lol
  14. Sorry, my question was poorly stated. I want to reduce the mesh by following Bryson's approach but feel like I clean up the mesh first for the various spheres. The mesh I am using starts at 8286 for mesh simplification of just one side of a bottom partial sphere it is reduced to 8276 tris. The first thing to do would be to merge some vertices around the edge of the partial spheres. Next, I can use the slide vertices to move them so they align around the partial sphere edge. Sliding the vertices does not reduce the tris per se, it just makes the sphere look better. This was really my question. How do you move vertices along a circular edge so they align with the sphere contour? Thanks
  15. Hello I have been working with a CAD program Solidworks and Blender to develop models for Second Life. Early on in my post in the thread, I asked questions about reducing mesh density. The process is to create an STL file with Solidworks, importing it into Blender to scale and reduce the mesh, and then exporting it as a DAE file for Second Life. I was reviewing the BCC crystal unit cell model I create a while back and noticed that when the STL file is created in Solidworks it creates a model it says the it should only have 746 triangles but instead, it has 8302 triangles. Not sure what is doing. Then I found this excellent YouTube video that allows you to create low mesh models with Solidworks. In Blender, I just did a shade smooth in object mode with normals. However, I still had a few questions about how to reduce the mesh with the original model. The next question goes back to an earlier version of the mode and reducing the mesh. I can 1.) merge vertices 2.) I can use the approach discussed in Bryson Jack's video using the Checker Deselect in Blender However, I am unsure how to align a vertices so it would follow the contour of a sphere. If I could figure that out I think it would help. Thanks IvyTech
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