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Found 85 results

  1. Jeremy Linden

    Bakes on Mesh

    What is a baked texture and why would I want it on mesh? Major Features Benefits How it Works Wearable and Bake Channels Universal Wearables Setting a mesh to use baked textures Working with Animesh Step-By-Step Example Bakes on Mesh is a feature to allow system avatar baked textures to be shown on mesh attachments. What is a baked texture and why would I want it on mesh? If you use a standard system avatar, you can wear several texture layers to customize your skin and add tattoos and clothing layers. To save processing time and provide everyone on any system the same view of your appearance, those textures are "baked" by a server into a single combined texture. Previously if you wanted to use a custom mesh body part and do the same kind of customization, it would need its own texturing system to allow that. In addition, you would usually need to apply an "alpha" wearable to the underlying standard avatar body part to hide it so that it doesn't interfere with your mesh part. With bakes on mesh, you can apply any system skins and other layers to your avatar (you don't need or want the alpha layer), and then tell the viewer to apply the resulting baked texture to your mesh body part. The underlying system avatar part is hidden for you automatically. Major Features Any face of a mesh object can be textured using one of the server baked textures. The corresponding region of the system avatar is hidden if any attached mesh is using a baked texture. Additional texture bake channels have been introduced to give more control over how meshes get textures. A new “universal wearable” is now supported to allow setting of the new texture channels. Benefits Avoid the need for appliers, leading to an easier customization workflow. Avoid the need for onion avatars, leading to fewer meshes and fewer textures at display time. Avoid the need to sell full-perm meshes. The user can customize any mesh that’s set to use Bakes on Mesh by simply equipping the appropriate wearables, without needing to modify the mesh itself. How it Works Wearable and Bake Channels Avatar wearables have traditionally been baked into six different textures (BAKE_HEAD, BAKE_UPPER, BAKE_LOWER, BAKE_EYES, BAKE_SKIRT, BAKE_HAIR) by the baking service. These textures are derived by compositing the corresponding textures in the various wearable items on your avatar. For example, a shirt sets the UPPER texture, and multiple shirts layered together would contribute to the resulting BAKE_UPPER texture. The Bakes on Mesh project added five new bake channels as well: LEFT_ARM_BAKED, LEFT_LEG_BAKED, AUX1_BAKED, AUX2_BAKED, AUX3_BAKED. Unlike the original textures, the system avatar does not use any of these textures. They are purely extensions to allow more control over mesh appearance. LEFT_ARM_BAKED and LEFT_LEG_BAKED are intended to help with making mesh avatars where the left and right limbs have different textures. The AUX channels are general purpose, and could be used for body regions not possessed by system avatars (such as wings) or for other purposes. Altogether this gives 11 possible channels for wearables to use for textures, and for the baking service to produce. Universal Wearables New channels aren’t useful unless there is some way to wear items that use those channels To meet this need, a new wearable type called Universal has been added. The Universal wearable has slots corresponding to all 11 of the new and old bake channels. In layering order, universal wearables go between the tattoo and body layers. Setting a mesh to use baked textures You can now apply these textures to the diffuse textures of your avatar’s attachments: Right click on the attachment, and click edit and from the edit face menu select textures. Click the diffuse texture icon to open up the texture picker. The texture picker has an extra radio button mode called 'bake' for selecting server bakes. The 'bake' radio button mode has a dropdown for selecting server bake textures. When an attachment is using a baked texture, the corresponding base mesh region of the system avatar is hidden. If a mesh face is set to show a baked texture but is not attached to an avatar, you will see a default baked texture. If you are using an older viewer without bakes on mesh support, then faces set to show baked textures will also display as the default baked texture, and base mesh regions will not be hidden. The “fallback” textures for the original bake channels. Viewers that don’t support Bakes on Mesh will show these images in place of the baked textures. You will also see these on any non-attachment objects that are set to use Bakes on Mesh. The new bake channels have similar fallback textures. Working with the new channels The new bake channels are handled a bit differently from the original six. With the original channels like upper body, there are several types of wearables that can affect the contents, and there is always a base layer of skin at the bottom of the texture stack. This means that unless you are using an alpha wearable, your bakes will always be opaque. For the new channels, the only textures are those supplied by universal wearables, so they can potentially be transparent. Note that this is the only way to make the new channels transparent currently, since there is no "Universal Alpha" wearable. If you want a transparent bake in the new channels to be used to make your mesh partially transparent, you will need to set the alpha mode for that face to "Alpha Blending". For example, in this case there is one universal wearable with a transparent ring texture. The texture is applied to the upper body and left arm channels. The alpha mode is set to Alpha Blending: With the same outfit, but alpha mode set to None, you would see this. Note that now the left arm is opaque with a fallback color showing under the transparent regions. If you add an additional universal wearable with a suitable opaque skin texture for the left arm channel, you would get this: Working with Animesh Animesh objects are treated somewhat differently when attached. Because they have their own skeletons, they are textured independently of the avatar they are attached to. An attached animesh object does not support Bakes on Mesh, and will display any Bakes on Mesh textures using the placeholder textures described above. Step-By-Step Example Here we will convert a system avatar into a simple mesh avatar that uses bakes on mesh: 1. Log in using a Bakes on Mesh enabled viewer. 2. Enable the Develop menu. If not present, go to Me > Preferences, and in the Advanced tab click Show Develop Menu. 3. In the Develop menu, choose Develop > Avatar > Character Tests > Test Male. You will now see a standard system avatar. 4. You will need a mesh avatar to replace this system avatar. In a web browser, bring up https://jira.secondlife.com/browse/BUG-139234 and download the attached file "aditya_90.dae". 5. In the Second Life Viewer, choose Build > Upload > Model and choose the file "aditya_90.dae". In the upload options, check Include skin weight. Set the model name to "aditya_90". 6. Click calculate weights and fee, then upload. You should now have a mesh model in your inventory called "aditya_90". Attach this to yourself by double clicking it in your inventory. 7. At this point you have a mesh, shown with the white default texture, superimposed on your system avatar. Now we need to convert the mesh to use Bakes on Mesh. This will also hide the system avatar as we go. 8. Right click your avatar and pick edit. In the edit dialog, pick “Select Face”. Click the avatar’s chest to select the upper body. 9. In the Texture tab, click the white texture area. 10. Pick the “Bake” texture option and the “BAKED_UPPER” value in the pulldown. Then click OK. 11. Your avatar should now show the upper body correctly textured without excess white material. What you are seeing is the mesh surface textured with the upper body baked texture. The system avatar for the upper body is hidden. 12. Now repeat the process for the other body regions. Select face on the head area and set it to used BAKED_HEAD Select face for each of the eyes and set them to use BAKED_EYES Select face for the lower body and set it to use BAKED_LOWER 13. Getting all the faces selected and modified correctly is a bit tricky. If something gets messed up just try again with any face that gets messed up. At the end the avatar should look like this: 14. The hair looks wrong because it is an attachment that was not built for this mesh. You can get rid of it by right clicking and choosing Detach. At this point, you have a mesh avatar that’s fully configured to use Bakes on Mesh. You can now customize it the same way you would with the system avatar. For example, take off an item of clothing: Or customize something like eye color using the sliders: If you want to return to the system avatar appearance, just detach the mesh: Test Content https://jira.secondlife.com/browse/BUG-139234 attached file "Aditya_for_BOM.dae" has separate faces for the left arm and left foot, so it can be used with the new left arm and left leg channels. https://jira.secondlife.com/browse/BUG-139234 attached file "aditya_90.dae" has the original set of faces defined, corresponding to head, upper body, lower body and so on.
  2. Okay, only reason I’m posting this right now is I’m at work and I’ve been dying to know but don’t have access to my computer. If you guys can even redirect me to a site or forum or topic that could help me a bit, I’d appreciate it. I’m creating builds inworld and I want to upload them to the marketplace. The whole part I’m not sure about how to go about...is placing them into something to rezz them and the scripts that would go with it to give the user a HUD they can use to match their (lets say) linden homes. I’m itching to open the game up and just start playing and figuring out. It I won’t be home till way past midnight. Any tips or knowledge you guys don’t mind sharing with me? Thank you!
  3. Yes, this probably sounds COMPLETELY dumb. I was wondering if I was able to build a house in The Sims 4 or The Sims 3 and convert it to Second Life? Just because the building is very easy for me. I was thinking maybe just the build (no items of course) with like walls, stairs, roof and maybe some wall paint? Just something to start out with. Or should I use Sims 3/4 to build an idea and buy items from shop to rebuild it in SL? If that were the case, where can I buy stuff to build with in MP? Sorry for the confusion! I’m just new to all of this. ❤️
  4. Hi I have been creating in SL since 2009, if you are in need of a custom (rigged / unrigged including textures) mesh creator (human & creature avatar, clothing, statue, vehicles, buildings, small items etc..) inworlds via instant message / notecard (in case ims being capped please send a notecard too ). and my full permissions marketplace items here : https://marketplace.secondlife.com/stores/60638
  5. Hello! I am making a small building about 3 x 5 in size and baking AO map in blender render, but for some reason it appears too dark inside, the walls seem gray. How can I make it lighter but not lose the shadow in the corners? (the building has two doors and windows on all walls).
  6. proud to call my services affordable for all, little thoughts offer new ways to get the mesh content you want into second life (TOS of linden labs pending of course!!) offering two versions of business to try meet your needs!! I am a keen creator of all, toys, buildings, furniture, poses, accessories, animations and now started clothing too! prices starting as low as 500L!!!! contact secondlife:///app/agent/47f37397-9596-41cb-8713-96c36ea2b685/inspect (sophy7777) inworld or comment below for more information!
  7. Hello there, I'm currently new on SL, so am in need of a job and I am interested in helping someone in building his/her sim or building Furniture Designer I have some little experience in building,I won't demand for my help (it's fine if you want to give something through all I like to do is make money in SL I could make enough money not to have to buy lindens and have full I'm not looking to make money real life Thank you feel free to reply here
  8. Hello! I build a vehicle and I have a question about physics shape. it will be a two-story bed and when I get up from the bed, it throws me up through the roof. How to make it not to throw up but push me inside? Any suggestions? all the other positions push me to the right way. I have an idea to make the roof not three cubic blocks but one continuous block curved in two places along the roof arc. What do you think will help? Does it depend on the thickness of the block? still get very thin.
  9. Hi everyone! I'm pretty new when it comes to landscaping etc. I've recently bought a skydome and I wanted to know if: You can add water to it Add or change the terrain (make mountains etc.) I can't edit the land on the skydome but I don't know how to add terrain myself either, is this only allowed at land rentals? I'm pretty lost. All tips are welcome for landscaping! Thanks in advance 😇
  10. I'm no expert builder, but I bought Zimberlab's mesh wall pack and have been playing with it for some time. I'm working on the fourth prototype of this particular house, after learning more and more tools that help me make it perfect. I last learned about the align tool. I've made a floor or two before calling it a day and I know that everything was lined up PERFECTLY. I've found out that linking it causes it to screw up, so I've left it unlinked, and scooped it all up. This time when I rezzed it, pieces are STILL becoming unaligned. I see the edges of a straight wall that took multiple pieces and it's bugging the heck out of me. I can't keep fixing it and I rather not put it in a rez-box just yet. I don't even know if it will work like that. I could try for test #4. There's just so many mesh pieces I was hoping I wouldn't have to do that. I've been in the same sandbox building it the whole time. Any suggestions? Thanks. I haven't posted in forums before so I don't know if there's an answer out there.
  11. Jeremy Linden

    Shared Media

    Adding shared media to an object Using the build tools Drag and drop Next steps Showing shared media at the correct aspect ratio What works? Finding and applying the media's dimensions Aligning the media Entering the aspect ratio Navigating shared media Trying out Shared Media navigation Adding shared media to an object You can add web-based media content to the surface of any objects you are allowed to modify. To add media to an object: Using the build tools Right-click the object and choose Edit. Choose Select Face in the build tools window. Click one face of your object. For example, if your object is a cube, click the side of the cube on which you wish to display your media. Click the Texture tab of the build tools window. Click the Materials dropdown and choose Media. Click the Choose button. In the General tab of the Media Settings window, enter your media's URL in the Home Page field. Click Apply, then OK. Close the build tools window. Important: Make sure to apply your media to only one face of the object! Rendering the same media multiple times can needlessly cause severe performance and bandwidth problems for Residents who view your object. Drag and drop You can also drag and drop URLs and favicons from your favorite web browser onto a prim to add Shared Media. More about this feature is shown here. Next steps To start viewing your media, click the media-enabled surface of your object once. A set of media controls appears, and your media loads. From this point forward, you can interact with your media as though you are viewing it with a standard web browser. Tip: To use Flash, popularly used in a wide variety of media from YouTube to interactive games to collaboration webapps, you need to download and install Flash. Showing shared media at the correct aspect ratio Shared Media is setup to show square media. However, you can change this to fit any aspect ratio. There are three key things you need to know: The media's exact dimensions in pixels. The offset alignment of the media — calculated with an Align button. The aspect ratio of the media — easily calculated using a tool, as we'll see. What works? Content that can undergo this process includes but is not limited to: Direct links to a supported image type, like an animated GIF, JPG, or PNG. Rich interactive media like Flash that's isolated on a page. This technique is likely to fail if there's a page with a Flash media embedded in the middle of whole bunch of other stuff, but usually works if the Flash media is the only thing on the page. data: URIs that fall under the above. data: URIs save you time by letting you show content without having to upload a webpage to a server. Note: At this time, it is not possible to play embedded .mp4 files in Second Life using Shared Media. Watch this easy video tutorial to see how it all works in action, then as-needed, follow the text steps below: Finding and applying the media's dimensions First, view the media in an external web browser. If it's an image, most browsers show the size in pixels (like 500x375) in the title bar. If it's Flash media or something else, try viewing the page source (usually available as a context menu option if you right-click the page). Try this example and look for where it says height="433" width="720". Specified dimensions are highly typical in Flash media embed code. Once you have those dimensions, in the Second Life Viewer: Right-click the object and choose Edit. In the Build Tools window that appears, click the Texture tab. Click the Select face radio button and click the face of the object where your media is displayed Click the Choose button. The Materials/Media dropdown must be set to Media in order to see this button. Under the Media Settings window's General tab, uncheck Auto Scale Media on Face of Object. Enter the exact size in the Size fields. Click OK. Note: If you later re-enable Auto Scale Media on Face of Object, it uses your defined Size as a starting point. Therefore, if you set a very small Size, Second Life attempts to properly scale your media's aspect ratio using that small size. Aligning the media This is easy. Back in the Texture tab of the Build Tools window, click Align. The media aligns itself to "hug" the full face of the prim. If it doesn't, there may be elements on the media's source page that interfere with positioning. Entering the aspect ratio In your web browser, do a pixels-to-meters conversion: Open a calculator such as the Aspect Ratio Calculator or the Continuum Javascript Ratio Calculator. In one set of boxes, enter the pixel dimensions of the media you used earlier. In the other set of boxes, enter one of the desired dimensions of the object. The calculator gives you the other number. Back in the Viewer: In the Object tab of the Build Tools window, enter that second set of metric numbers. The object resizes and the media should appear at the right aspect ratio without undesired squashing or stretching. If you're interested in tweaking your content futher, you could make a Shared Media template. Navigating shared media Some objects in Second Life can display web-based media content, much like a common web browser. If you are already comfortable browsing the web, Shared Media controls should be easy to learn. Trying out Shared Media navigation Find a media-enabled object. These objects are easily identified by the media controls that appear when your mouse cursor moves over them. You can also use one of your own media-enabled objects. Click the media once to give it focus. You must click the media itself, and not another part of the same object. Notice the navigation controls that appear: Back and forward buttons: Cycle through previously visited pages. Home button: Returns the media to this object's home URL. Refresh/stop button: Reloads the current page or stops the loading of a page that is in progress. Address bar: Navigate to any URL by typing it into this bar. Magnifying glass/right arrow button: The magnifying glass automatically positions your camera in front of the media, then changes to the right arrow button, which returns your camera view to your avatar. Window button: Opens the current URL in an external web browser. Try visiting several of your favorite websites to get a feel for how web content is presented in Second Life. Any web pages you view are fully interactive, meaning you can click any links and type into any text fields you see! Note: The creator of a shared media object can disable navigation controls and keyboard and mouse interactivity on it.
  12. waves, im trying to texture a mesh sign i made in blender, i have the sign in the world and the uv map i tested on them inworld and it fitted perfectly, but when i try to do a basic texture in gimp and upload or preview to see how it would look in world it shows up from blank. ive even uploaded it to check and its still blank. its highly frustrating. i tried it on a normal prim and the texture showed up fine! im happy to share the belnder file if its that thats causing the isues as i am beginning at blender so might be something i havent done right there
  13. Hi, all! Halloween is coming up, and spirits from the great beyond are attempting to communicate with us! Here's how you can learn how to make a beautiful scrying bowl with animated water, and when touched, gives random words of wisdom from the great beyond! Check out the webby for more details: https://majikvixen.wixsite.com/zamargad/upcoming-classes DanelleDee's webby: https://society6.com/danelledeeart We had so much fun at other classes, it would be a shame to miss out on this one: https://majikvixen.wixsite.com/zamargad/previous-classes Monday, September 17th, 11AM SLT (and repeating at 5PM) We will be meeting in Zamargad... http://maps.secondlife.com/secondlife/Zamargad/143/108/21 There will be a TPer with instructions here, as we will be taking a field trip to the exclusive ZoHa Islands Sandbox... Hope to see you there!
  14. Jeremy Linden

    Animated mesh objects (Animesh)

    The user guide for animated mesh objects (code name Animesh) is available on the Second Life Wiki while the project is still in development. See Animesh User Guide on the Second Life Wiki for more details about animated mesh objects.
  15. I have never initiated a thread to post a link to my own blog before, I don't know whether there are guidelines around that or not, but it always seemed inappropriate, however, I am making an exception today, and depending on the ratio of trolls and hearts I guess I'll get my answer on whether it is right or wrong ? The reason I decided to do this, is that in spite of many years of mesh accounting, many good posts both here and elsewhere I still see versions of this tale playing out across building groups, including the one that inspired this post, earlier today. So here we go, in the hope that someone might be saved the frustration of a "weird accounting problem" some time. All I did was link a few prims... Beq xx
  16. Excalibur Rentals has done it again! Freyas Isle has 2500 amazing prim to use, Making a beautiful family estate, with plenty of room for kids to run or big kids toys like 4wheeler or bike tracks! Great flat ground for building, with plenty of room for shade trees, and lemonade picnics any day you like! Here's a sneaky peek! Come on in and let an agent show you personally at: http://maps.secondlife.com/secondlife/Diablerets/108/186/95 See all of our available parcels at: https://excaliburrentalsinsl.com/ and don't forget to follow us on FB here! https://www.facebook.com/profile.php?id=705742536187103&ref=br_rs
  17. Jeremy Linden

    Textures and alpha channels

    Saving textures Texture icons Alpha channels How to use alpha channels and get clothing templates Saving textures You can export any fully-permissive texture from Second Life and save it to your hard drive (or other storage medium). Fully-permissive means you must have ALL Modify, Copy, and Resell/Give away (transfer) rights for the texture. You can check this by right-clicking a texture in your inventory and selecting Properties. Example of a fully-permissive texture: By default, textures you upload yourself, whether it's via File menu > Upload Image or the Snapshot Preview's Save to your inventory (L$10) mode, are fully-permissive for you. So here's how to do it: Double-click the texture in inventory to view it. Go to File > Save Texture As. Give it a name (it doesn't auto-copy the name of the texture), and save it to a directory. If you go to that directory on your computer, you should see a texture.tga file. The TGA file format can also be used to upload textures into Second Life. Most graphics editors are capable of viewing TGA, and there are some free ones, like FastStone or XnView, which can convert into other formats too. This video tutorial shows you how the above steps work in action: Save textures to disk from Torley on Vimeo. In any case, once the texture's on your local disk, you're free to edit it, then re-upload it back into Second Life if you want. You can upload them to a photo-sharing website like Flickr, which has a lot of Second Life pictures in many groups. Texture icons All textures have two icons, and they function the same, but the icon denotes how the texture got into Second Life. If you use File > Upload Image, the resulting texture has this icon and ends up in the Textures folder () and looks like this: And if you take an inworld snapshot (Snapshot button, choose Save to your inventory ($L10), then click Save (L$10)), the resulting texture has this icon and ends up in the Photo Album folder () and looks like this: One other difference is, if someone else sends you a snapshot with the latter icon, it'll end up in the Textures folder. Alpha channels Transparency information in TGA and PNG textures, which can be uploaded with the Second Life Viewer, is stored as a grid of grayscale data called an alpha channel. The alpha channel's pixel values, ranging from black to white, determine the texture's degree of transparency. Transparent textures are used to create organic shapes such as flames, trees, clothing with ripped fabric — just about anything where visibly boxy dimensions are undesirable. How to use alpha channels and get clothing templates Different image editors have different specific implementations. Consult your preferred paint program's manual for guidance, and try to find knowledgeable people who have created the kind of image you want to make. Most image editors have forums or other social networks dedicated to getting the most out of their product. Alpha channels are a critical part of advanced clothing creation. The Texture Tools and Clothing Tutorials pages are good resources to help you get started. For more information, see the SL Creation Forums and Second Life Answers.
  18. Jeremy Linden

    How to create animations

    Creating and uploading animations Uploading animations into Second Life Using animations Using QAvimator to create animations Creating and uploading animations An animation is a set of instructions that causes an avatar to engage in a sequence of motions. You can create custom animations with commercial and open source tools such as Poser, Blender, and others. Important: Animations should not be confused with gestures. For information about gestures, see Using gestures and animations. Residents have created several animation applications especially for Second Life: Posemaker - see forum discussion. QAvimator - see forum discussion (and see below). Slat - see forum discussion. Uploading animations into Second Life To upload an animation into Second Life: Save the animation in biovision hierarchy (BVH) format Choose Build > Upload > Animation (L$10)... in the Second Life Viewer. There is a L$10 fee for uploading an animation. For more information on uploading an animation, see Uploading assets. Using animations You can use animations in gestures, but don't confuse the two. To activate an animation in your inventory, double-click the animation name. This opens a dialog box with the animation name, a field in which to see or enter a description of the animation, and two buttons: Play Locally allows you to see the animation, but it will not will be visible to others. This is useful to make sure the animation is really something you want others to see your avatar doing. Play Inworld allows those within visual range to see your avatar perform the animation. Using QAvimator to create animations The video tutorial below explains how to create and upload animations using QAvimator, a free program for creating animations specifically for Second Life. Note: This video was created in April 2008 and may contain outdated instructions for the current Second Life Viewer. Creating & uploading animations from Torley on Vimeo.
  19. Jeremy Linden

    Build Tools

    How to build objects Getting started Editing prims Using Shift-drag to copy objects Using the Copy selection feature Using the Content tab Linking objects Linking The Undo Feature In other languages: Français How to build objects This page presents a short "crash course" on building in the Second Life® virtual world. Getting started You can create objects only on land that permits building. Land that prohibits object creation is marked Building/dropping not allowed: when you are on such a parcel, you will see an icon at the top of your screen as shown in the image at right. To begin building: Right-click the ground and choose Build to open the Build window. You can also press Ctrl+4 or Ctrl+B or select Build from the top menu on your Viewer. In the Build window, choose the type of basic shape (or primitive) you wish to create, then click the location inworld where you wish to build it. The shape appears (typically with a resounding "whoosh" sound). Editing prims Use the Build window to move, resize, rotate and otherwise manipulate inworld objects. Tip: Checking Snap to grid in the Build window forces you to position objects on an arbitrary grid. This is helpful in making sure that objects line up correctly and are precisely spaced. The video tutorial below discusses working with the building grid, which is useful for precision in building. Topics include: Turning on the grid Adjusting grid increments Adjusting grid snap-to increments Altering grid length Snapping objects to the grid How to use the building grid from Torley on Vimeo. Moving Right-click an object and select Edit. This opens the Build window to the Object tab. Choose Move to enable the Position function. Click and drag the red/green/blue axes on an object to move it around. Clicking on the red (X), green (Y), and blue (Z) arrows lets you drag the object only along those axes. Rotating Right-clilck an object and select Edit. Choose Rotate in the Build window to bring up the rotation sphere. Click and drag anywhere within the sphere to rotate the object freely along all three axes. Click and drag a specific ring (red/green/blue) to rotate the object only around that axis. Resizing Right-clilck an object and select Edit. Choose Stretch from the Build window to bring up the sizing box. Click and drag one of the white corner boxes to scale the entire object proportionally. Click and drag a red, green or blue box to re-size a prim's length, width or height (respectively) without changing the other dimensions. If the Stretch Both Sides option is checked, the object's opposite corner moves in the opposite direction. If Stretch Both Sides is unchecked, the opposite corner remains in place. If the Stretch Textures option is checked, the object's textures are proportionally resized together with the object. If unchecked, the textures retain their original size. This means that if you are increasing the object's size, the textures repeat rather than stretching to fill the additional area. If you are downsizing, you will see only as much of the original texture as fits on the smaller object. Entering specific values Under the Object tab (shown above), enter specific X, Y, and Z coordinates to move, re-size, or rotate the object. Changes to these values are always based on the center of the object (the point where the red, green and blue axes meet). Advanced edits The Object tab offers several additional options for editing basic prim shapes. Here are some common examples: Path Cut (begin/end): Takes out a slice of the object along its Z axis. You can specify where the cut starts and ends. Hollow: Puts a hollow center in the object starting from the center of the shape and expanding out. You can specify what percentage of the radius is hollow. Twist (begin/end): Puts twists into the object, warping its shape as well as texture alignment. Taper: Reduces the size of the top or bottom sides (x or y axes, negative or positive) of the prim. Top Shear: Shifts (shears/skews) the top surface of the object away from the bottom. You can shift the X and Y axes separately. Dimple (begin/end): Cuts a hole in a sphere from ring of latitude (you specify the percentage) to the top or bottom of the Z axis. The dimple cuts straight to the origin of the object (leaving a cone-shaped hole). Three useful features You may find the following features useful as you build and move objects: Show Hidden Selection - Choose Build > Options > Show Hidden Selection to see the hidden contours and planes of a selected object. Show Light Radius for Selection - This feature shows the range of illumination for a lighted object. To use it: Right-click the desired object and select Edit > Features. Select the checkbox next to Light.The object is now a light source. Choose Build > Options > Show Light Radius for Selection to see how far the emitted light from the object travels. To adjust the distance of the object's emitted light, right-click it, select Edit > Features, and click the up and down arrows to increase or decrease the Radius. Show Selection Beam - The selection beam is the line of particles you see when you are pointing at and manipulating objects. The feature is on by default, but if you think it gets in the way, you can disable it: Choose Build > Options and uncheck Show Selection Beam. Using Shift-drag to copy objects You can Shift -drag to copy an object you have permission to copy. This isn't obviously stated in the build tools but is a popular way to copy objects. Here's a simple example: Right-click the ground and choose Build. Click the ground again to rez a generic cube. Right-click the cube and choose Edit. The positioning arrows appear. Hold down Shift , left-click one of the arrow heads, and drag the object. You're dragging the original, and a copy is left behind at the original location. Tip: If you use Build > Undo (Ctrl+Z) after Shift -dragging an object, the original snaps back to its original position — a creative use of selective Undo. You can do this to align it another way. Using the Copy selection feature Copy selection allows you to duplicate selected prims and align them adjacent to each other. For example, if you're copying sections of a wall and Shift -dragging to copy is proving tricky to fine-tune, you may want to take advantage of this alternative. To understand how this works, let's use a simple example: Right-click the ground and choose Build. Click the ground again to rez a generic cube. From the Build Tools window, select Create. Check Keep Tool selected so we can do the following steps repeatedly. Click the Copy selection checkbox. For now, check Center Copy and uncheck Rotate Copy. Now, click on the faces of the cube. Each time you do so, the cube is duplicated, aligned edge-to-edge with a previous cube. Here's what the options do: Center Copy - Copies are centered on the target object, which is useful for neat building in-a-line where you want objects to be aligned along an axis. Otherwise, objects will be placed edge-to-edge, but may be staggered or askew. Note that with curved prims like spheres, this means one of the copy's edges is touching the source, but isn't interpenetrating (overlapping). Rotate Copy - Copies rotate to match the target object, instead of the original values the source object has. This can make it easier to line up something that's already at an angle, such as a house's slanted roof. Using the Content tab If you have permission to modify an object, you ca use the Content tab to:: Drag any objects from your Inventory into the Content folder. Copy or move the contents of an object to your Inventory. Permanently delete objects from the Content folder. To add inventory to the object Content folder: Right-click the object inworld and choose Edit from the pie menu (or press Ctrl-3 and click on the object). Open the Content tab (click More if you can't see it). Drag the desired item from your Inventory into the Content folder. To remove objects from the Content folder: Right-click on the object inworld and choose Open from the pie menu. Use one of the following options: Open your Inventory and drag the contents to your Inventory window. Click Copy to Inventory. Click Copy and Wear. Note: If the contents have copy permissions, a copy is placed in your Inventory. If an object is (no copy), the object will leave the Contents folder and move to your Inventory. Select one or more objects (Ctrl-select more than one object), right-click and select Delete (or press the Delete key on your keyboard) to remove objects without placing them in your Inventory. Important: Objects that are not rezzed, but are instead deleted from a Content folder do not go to your Inventory Trash folder! They are permanently deleted. If the object is (no copy), be aware it will be gone if you select it and press the Delete key! Note: Unlike your own inventory, an object's inventory cannot have two items with the same name. If you copy an item with the same name as an existing item into the object's inventory, the new object will be renamed; e.g. object, object 1, object 2 etc. Linking objects You can link several primitives (prims) together to create one cohesive object. A linked object is, for all intents and purposes, considered one object. It has one name, acts as one object (for example, if physics are enabled on it), and it cannot be broken apart unless you Unlink it. However, a linked object still counts as the sum of its prims when determining your land's object limits. One prim of the object is considered the parent or root link. The name of the parent link is the name of the whole linked object. The inventory of the root prim is, for most purposes, the inventory of the whole object. The center (or origin) of the root prim is the center of the whole object, even if the root prim is not the physical center of the object itself. Vehicle scripts look at the root prim's orientation to determine the "front" of the vehicle. As a result, it is important which prim you select as the root prim. Linking Follow these steps to link together two or more prims: If you are not in the object Editor already, right-click any object and choose Edit, or open the Editor with Ctrl-3. With no object selected in the editor, hold down Shift and click on each prim you wish to link together, one at a time. Make the most important prim and/or scripted prim (root) the last one you select (such as the seat of a vehicle). Then, go to the Tools menu and select Link, or just press Ctrl-L. You can select Tools->Unlink or press Ctrl-Shift-L to break the object apart. Be aware of the following limitations: A linked object cannot exceed 54 meters in any dimension. Normally a linkset can have up to 256 prims; sitting avatars count as one prim each. Vehicles, or any physics-enabled object, cannot have more than 32 prims (sitting avatars don't count toward the physical prim limit). There is no nesting of linked groups. In other words, if you link a third object to two objects already linked and then unlink them it will not yield two groups but three. The Undo Feature Second Life's Undo is used to revert certain changes to an earlier state. While selecting an object, use Build > Undo, or the much quicker keyboard shortcut of Ctrl-Z. Watch this video to learn more: How to use Undo from Torley on Vimeo. Limitations Undo doesn't work if you have: Changed any of the texture settings on an object. (It won't switch back to the previous setting.) Deleted an object. (It won't bring it back inworld.) Added contents to an object. (If you drag a no-copy object from inventory into another object's contents, selecting Undo won't take it out.) This isn't all-inclusive; Undo generally doesn't work for most of an object's parameters. What does undo work on? Undo primarily reverts changes made to the position, size, and rotation of an object. For example, if you accidentally move a sofa inside a wall, undo snaps it back to where it was last. As shown in the video above, Undo can help you retrieve objects lost in walls. If you change the position, size, or rotation of an object using the numerical entry fields in the Build window's Object tab, you must click the object again to bring into focus and make Undo work. You can also use Undo when writing notecards or editing scripts; in this context, it functions similarly to a word processor's, and untypes what you last entered. Undo should also work on attachments. Please note that: Each object has its own independent "chain" of undos which remembers multiple steps. Since this data is stored on our servers, you should be able revert changes to objects inworld even after relogging. Remember that you must specifically select an object to undo changes to that object. (You'll see the positioning arrows and a yellow silhouette glow.)
  20. Normal maps Specular maps Advanced techniques and technical details Normal and specular maps in Second Life are texture layers that convey additional rendering information to the graphics engine. This additional information is used in conjunction with standard "diffuse" textures to add a whole new level of detail to otherwise flat surfaces without drastically increasing either land impact or graphical or server lag. Tip: Applying a normal or specular map to an object does cause the object's land impact to be calculated using the standard land impact parameters rather than prim count. However, the maps themselves do not contribute to the land impact rating. Normal maps Normal mapping is a method of simulating the lighting of bumps and dents on an otherwise flat surface, creating the illusion of a physically detailed surface. In Second Life, this technique can be used to add detail to a geometrically simple object without significantly increasing the object's land impact or sacrificing graphical performance. The normal map itself is stored as a texture, with the red, green, and blue values representing the X, Y and Z coordinates of the surface normal. To apply a normal map to an object you own in Second Life: Right-click the object and click Edit. Click the Texture tab in the Build Tools window. Click the Texture (diffuse) dropdown menu and select Bumpiness (normal). Click the box above the word Texture to open the Pick: Texture window. Choose a normal map texture from your inventory and click OK. The normal map is applied to your object. Specular maps Specular mapping is a method used to define the shape of shiny or reflective areas on a surface. For example, if a textured surface represents a wooden box with metal parts, a specular map can be applied to define only the metallic portions of the texture as shiny. In Second Life, specular mapped surfaces reflect light cast by either the sun or local lights. Specular maps are stored as RGBA textures; The reflected color is tinted by the RGB value (a red specular map reflects white light as if it is red), and the alpha channel conrols the intensity of the reflected environment map. To apply a specular map to an object you own in Second Life: Right-click the object and select Edit. Click the Texture tab in the Build Tools window. Click the Texture (diffuse) dropdown menu and select Shininess (specular). Click the box above the word Texture to open the Pick: Texture window. Choose a specular map texture from your inventory and click OK. The specular map is applied to your object. Increase Glossiness to increase the reflectiveness of your specular mapped area; increase Environment to increase the intensity of the reflected environment map. Glossiness and Environment are also modulated by the alpha channel of the specular map. Tip: If you want to access the Glossiness, Environment, and Color controls for your entire object without applying a specifically shaped specular map, you may click the Blank button in the texture picker for a completely white texture. Advanced techniques and technical details You can find case studies, advanced techniques, and technical details on Second Life's normal and specular mapping features at the Good Building Practices portal on the Second Life wiki.
  21. Jeremy Linden

    Materials FAQ

    Why am I not seeing Materials effects in my viewer? What map types are supported with Materials? I just added a normal and specular map and my object doesn't look any different. What's up? What are the system requirements to view Materials? What happened to the flip option on horizontal and vertical repeats per face (which allows tiling of textures)? I’ve updated my repeats and rotation on my diffuse map, but they aren’t updated on the normal and specular maps. How do I fix this? Some colors appear slightly different with the Materials Viewer. Can you fix this? Why are my Materials objects now using Land Impact as opposed to Prim Accounting? I’m seeing what I believe is unexpected behavior when viewing items/building items with Materials. What do I do? List of GPUs where advanced lighting is enabled by default: List of GPUs where Materials is available but not enabled by default: Why am I not seeing Materials effects in my viewer? Your viewer must support Materials. The Second Life Release viewers 3.6.0 and later do. Please check Third Party Viewer web sites for whether or not the version you are using supports Materials. In addition, you must have Advanced Lighting Model checked in your Graphics settings. What map types are supported with Materials? Currently normal and specular maps are supported. Other map types, such as bump maps are not currently supported. Note that bump maps will not work if applied as normal maps. I just added a normal and specular map and my object doesn't look any different. What's up? First, make sure you have Advanced Lighting Model set to on. Then find a movable light source and move it across the surface of your object to see the effect. What are the system requirements to view Materials? OpenGL 3.0 is required One of the following supported GPUs: GeForce 8 and later Intel HD and later ATI Radeon X1000 and later What happened to the flip option on horizontal and vertical repeats per face (which allows tiling of textures)? The flip option just made the repeats value negative, so we now allow these values to be negative instead of providing the flip checkbox. This was done to allow new functionality on the Build Tool while not increasing the size of the floater. I’ve updated my repeats and rotation on my diffuse map, but they aren’t updated on the normal and specular maps. How do I fix this? You need to go to each texture type and set the repeat and rotation values. Currently, there is no way to apply the same values to all maps at the same time. Some colors appear slightly different with the Materials Viewer. Can you fix this? Slight changes to the way colors appear is expected with the new functionality. Materials now supports gamma correction, which changes the color curves, resulting in slight fluctuations in color hue or intensity. Why are my Materials objects now using Land Impact as opposed to Prim Accounting? Moving forward, all new graphics features will use Land Impact to better evaluate the system load so users and creators alike can make more educated decisions about how to build and what to place in their regions. I’m seeing what I believe is unexpected behavior when viewing items/building items with Materials. What do I do? Please file a MATBUG for the time being. Eventually, this will switch over to using the normal BUG project--we will let you know when that happens. List of GPUs where advanced lighting is enabled by default: ATI All-in-Wonder X1800 ATI All-in-Wonder X1900 ATI Radeon X1800 ATI FireGL ATI FirePro M5800 ATI FirePro M7740 ATI FirePro M7820 ATI M76 ATI Radeon HD 6600M ATI Radeon HD 6700M ATI Radeon HD 6800M ATI Radeon HD 6600G ATI Radeon HD 7500 ATI Radeon HD 7600 ATI Radeon HD 7700 ATI Radeon HD 7800 ATI Radeon HD 7900 ATI Radeon HD 7000 Series ATI Mobility Radeon HD 550v ATI Mobility Radeon HD 560v ATI Mobility Radeon HD 565v ATI Mobility Radeon HD 2700 ATI Mobility Radeon HD 3800 ATI Mobility Radeon HD 4800 ATI Mobility Radeon HD 5000 Series ATI Mobility Radeon HD 5100 ATI Mobility Radeon HD 5300 ATI Mobility Radeon HD 5500 ATI Mobility Radeon HD 5600 ATI Mobility Radeon HD 5700 ATI Mobility Radeon HD 6200 ATI Mobility Radeon HD 6300 ATI Mobility Radeon HD 6400M ATI Mobility Radeon HD 6500M ATI Mobility Radeon HD 6600M ATI Mobility Radeon HD 6700M ATI Mobility Radeon HD 6800M ATI Mobility Radeon HD 6900M ATI Radeon HD 2900 ATI Radeon HD 3600 ATI Radeon HD 3700 ATI HD3700 ATI Radeon HD 3800 ATI Radeon HD 4600 ATI Radeon HD 4700 ATI Radeon HD 4800 ATI Radeon HD 5400 ATI Radeon HD 5500 ATI Radeon HD 5600 ATI Radeon HD 5700 ATI Radeon HD 5800 ATI Radeon HD 5900 ATI Radeon HD 6400 ATI Radeon HD 6500 ATI Radeon HD 6600 ATI Radeon HD 6700 ATI Radeon HD 6800 ATI Radeon HD 6900 ATI Radeon 5xxx ATI R580 (X1900) ATI RV570 (X1900 GT/PRO) AMD ANTILLES (HD 6990) ATI ROBSON AMD BARTS (HD 6800) AMD WRESTLER AMD SUMO AMD CAICOS (HD 6400) AMD CAYMAN (HD 6900) AMD CYPRESS (HD 5800) AMD HEMLOCK (HD 5970) AMD JUNIPER (HD 5700) AMD PARK AMD REDWOOD (HD 5500/5600) AMD TURKS (HD 6500/6600) AMD RV635 (HD 3600) AMD RV670 (HD 3800) AMD R680 (HD 3870 X2) AMD R700 (HD 4800 X2) AMD RV730 (HD 4600) AMD RV740 (HD 4700) AMD RV770 (HD 4800) AMD RV790 (HD 4800) ATI FirePro 5000 ATI FirePro 7000 ATI FirePro M Intel HD Graphics 3000 Intel HD Graphics 4000 NVIDIA G100M NVIDIA G 410M NVIDIA GT 130M NVIDIA GT 140M NVIDIA G210M NVIDIA GT 220M NVIDIA GT 230M NVIDIA GT 240M NVIDIA GTS 250M NVIDIA GTS 260M NVIDIA GTX 260M NVIDIA GTX 270M NVIDIA GTX 280M NVIDIA 300M NVIDIA GT 320M NVIDIA GT 330M NVIDIA GT 340M NVIDIA GTS 350M NVIDIA GTS 360M NVIDIA 410M NVIDIA GT 420M NVIDIA GT 430M NVIDIA GT 440M NVIDIA GT 450M NVIDIA GTX 460M NVIDIA GTX 470M NVIDIA GTX 480M NVIDIA GT 520M NVIDIA GT 530M NVIDIA GT 540M NVIDIA GT 550M NVIDIA GTX 560M NVIDIA GTX 570M NVIDIA GTX 580M NVIDIA 610M NVIDIA GT 620M NVIDIA GT 630M NVIDIA GT 640M NVIDIA GT 650M NVIDIA GTX 660M NVIDIA GTX 670M NVIDIA GTX 680M NVIDIA GTX 690M NVIDIA G100 NVIDIA G210 NVIDIA 210 NVIDIA GT 240 NVIDIA GTS 240 NVIDIA GTS 250 NVIDIA GTX 260 NVIDIA GTX 270 NVIDIA GTX 280 NVIDIA GTX 290 NVIDIA 310 NVIDIA 315 NVIDIA GT 320 NVIDIA GT 330 NVIDIA GT 340 NVIDIA 405 NVIDIA GT 420 NVIDIA GT 430 NVIDIA GT 440 NVIDIA GTS 450 NVIDIA GTX 460 NVIDIA GTX 470 NVIDIA GTX 480 NVIDIA 510 NVIDIA GT 520 NVIDIA GT 530 NVIDIA GT 540 NVIDIA GTX 550 NVIDIA GTX 560 NVIDIA GTX 570 NVIDIA GTX 580 NVIDIA GTX 590 NVIDIA 605 NVIDIA GT 610 NVIDIA GT 620 NVIDIA GT 630 NVIDIA GT 640 NVIDIA GT 650 NVIDIA GTX 650 NVIDIA GTX 660 NVIDIA GTX 670 NVIDIA GTX 680 NVIDIA GTX 690 NVIDIA G86 NVIDIA G92 NVIDIA GeForce 6100 NVIDIA GeForce 7900 NVIDIA GeForce 8300 NVIDIA GeForce 8600 NVIDIA GeForce 8700 NVIDIA GeForce 8800 NVIDIA GeForce 9400 NVIDIA GeForce 9500 NVIDIA GeForce 9600 NVIDIA GeForce 9800 NVIDIA G94 NVIDIA NB9E NVIDIA Quadro 2000 M/D NVIDIA Quadro 3000M NVIDIA Quadro 4000M NVIDIA Quadro 4000 NVIDIA Quadro 50x0 M NVIDIA Quadro 6000 NVIDIA Quadro CX NVIDIA Quadro FX 2700M NVIDIA Quadro FX 2800M NVIDIA Quadro FX 3600 NVIDIA Quadro FX 3700 NVIDIA Quadro FX 3800 NVIDIA Quadro FX 4500 NVIDIA Quadro FX 880M NVIDIA Quadro FX 4800 List of GPUs where Materials is available but not enabled by default: ATI All-in-Wonder HD ATI Display Adapter ATI FireGL 5xxx ATI FirePro M3900 ATI FireMV ATI Radeon HD 6300M ATI Radeon HD 6400M ATI Radeon HD 6500M ATI Radeon HD 6300G ATI Radeon HD 6400G ATI Radeon HD 6500G ATI Radeon HD 7200 ATI Radeon HD 7300 ATI Radeon HD 7400 ATI Mobility Radeon 4100 ATI Mobility Radeon 5000 ATI Mobility Radeon HD 530v ATI Mobility Radeon HD 540v ATI Mobility Radeon HD 545v ATI Mobility Radeon HD 2400 ATI Mobility Radeon HD 2600 ATI Mobility Radeon HD 3400 ATI Mobility Radeon HD 3600 ATI Mobility Radeon HD 4200 ATI Mobility Radeon HD 4300 ATI Mobility Radeon HD 4500 ATI Mobility Radeon HD 4600 ATI Mobility Radeon HD 5400 ATI Mobility Radeon Graphics ATI Radeon HD 2300 ATI Radeon HD 2400 ATI Radeon HD 2600 ATI Radeon HD 3200 ATI Radeon HD 3300 ATI Radeon HD 3400 ATI Radeon HD 4200 ATI Radeon HD 4300 ATI Radeon HD 4500 ATI Radeon HD 6200 ATI Radeon HD 6300 ATI Radeon 3000 ATI Radeon 3100 AMD RS880 (HD 4200) AMD RV620 (HD 3400) ATI 760G/Radeon 3000 ATI FirePro 2000 ATI FirePro 4000 Intel GMA 3600 Intel HD Graphics 2000 Intel HD Graphics Mesa NVIDIA G 110M NVIDIA G 120M NVIDIA G 310M NVIDIA GT 120 NVIDIA GT 130 NVIDIA GT 140 NVIDIA 200 NVIDIA G200 NVIDIA GT 220 NVIDIA GT 230 NVIDIA GeForce 7100 NVIDIA GeForce 8100 NVIDIA GeForce 8200M NVIDIA GeForce 8200 NVIDIA GeForce 8400M NVIDIA GeForce 8400 NVIDIA GeForce 8500 NVIDIA GeForce 8600M NVIDIA GeForce 8700M NVIDIA GeForce 8800M NVIDIA GeForce 9100M NVIDIA GeForce 9100 NVIDIA GeForce 9200M NVIDIA GeForce 9200 NVIDIA GeForce 9300M NVIDIA GeForce 9300 NVIDIA GeForce 9400M NVIDIA GeForce 9500M NVIDIA GeForce 9600M NVIDIA GeForce 9700M NVIDIA GeForce 9800M NVIDIA ION NVIDIA nForce NVIDIA Quadro 1000M NVIDIA Quadro 400 NVIDIA Quadro 600 NVIDIA Quadro FX 770M NVIDIA Quadro FX 1600M NVIDIA Quadro FX NVIDIA Quadro NVS 1xxM NVIDIA Quadro NVS 2100M NVIDIA Quadro NVS 3100M NVIDIA Quadro NVS 4200M NVIDIA Quadro NVS NVIDIA Corporation N12P NVIDIA Corporation N11M PowerVR SGX545
  22. Jeremy Linden

    Uploading a mesh model

    Prerequisites Cost to upload GETTING STARTED: Uploading your first model Step 1: Choose a model to upload Step 2: Define visual levels of detail Uploading your own LOD files Step 3: Define the model's physics shape Step 4: Upload Options Step 5: Calculate weights & fee Step 6: Upload Bonus section: Rigging options Wearing a model with rigging In other languages: Deutsch Español Français Português Italiano 日本語 Note: This is a basic walkthrough of how to upload a model. For full details on the parameters available for uploading a model, see Model Upload UI reference. Update: Viewer version 3.8.1.303230 modified the mesh importer to (optionally) improve debug output, perform name-based LOD association, and handle models with many materials. For additional information on this update, see the official Second Life Viewer release notes. Prerequisites Before you can upload mesh objects, you must: Have payment information on file. You can add payment information by visiting the Billing Information section of your Second Life account page. Have accepted the IP terms on your account page. If you are planning to use the beta grid (Aditi), you must also accept the IP terms there, but do not need payment information on file. Have at least one compatible COLLADA (.dae) file on your computer. You can create your own by using most popular 3D software packages, or, if you have the appropriate rights, you can download models created by other 3D artists from online repositories. Try our sample content page for a free model if you're just getting started. You may check your mesh upload status at any time by visiting your account page on the Second Life website. Cost to upload There is a Linden dollar fee to upload a model; the fee depends on the model's complexity. GETTING STARTED: Uploading your first model If you're new to uploading mesh models to Second Life, here's a quick and easy set of instructions to get you started. Don't worry about the myriad of controls in the upload window for now; they're for Residents who want fine control over their model's appearance and physics. For a more detailed breakdown of the upload procedure, keep reading below. To upload a mesh model: Choose a .dae file stored on your computer by choosing Build > Upload > Model. If you don't have any models on your computer, you may download some from the sample content page. Preview your model's automatically generated levels of detail on the Level of Detail tab by clicking High, Medium, Low, and Lowest. Notice how the object's complexity is reduced at each level. Click the Physics tab and choose Lowest from the dropdown menu in Step 1: Level of Detail. Step 2 and Step 3 are not required. Click the Upload options tab and check the boxes for any additional features on your model, such as textures. Click Calculate weights & fee, then review the resource weights, land impact, and Linden dollar upload cost of your model. Click Upload to upload your model to Second Life. Tip: To avoid spending Linden dollars while experimenting with uploading models, you may wish to use the Second Life Beta Grid (Aditi). The Beta Grid allows you to test new features and experiment with potentially costly designs in a safe environment, using a copy of your Second Life account. Actions taken on the preview grid cannot affect your inventory or L$ balance on Second Life's main grid. Step 1: Choose a model to upload Second Life accepts COLLADA (.dae) models, which can be edited and created in many popular 3D modeling packages. If you do not currently have any COLLADA models on your computer, you may download some from the sample content page. To begin uploading a model: Choose Build > Upload > Model... Select the .dae file on your computer and click Open. In the Upload Model window, enter a suitable name for your model in the Model name field. If your model includes textures, check the Textures box underneath the Preview pane to make sure the textures are displayed properly. Step 2: Define visual levels of detail Levels of detail determine what your model looks like from various distances. As you get farther away from a model, it renders in less detail to boost visual performance. Second Life generates these lower detail models by default, but you may use this step to tweak each level or even upload your own lower detail models. You can preview your model at any level of detail by clicking High, Medium, Low, or Lowest. While previewing your model at each level of detail, you may change the parameters used for simplifying it from your original model if you chose Generate from one of the Source dropdown menus. For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. Uploading your own LOD files You may upload your own simplified models by choosing Load from file from the Source dropdown menus. You may wish to create your own lower-detail models in order to preserve critical details that may be lost during the automatic simplification process. The mesh uploader uses very strict naming rules for these custom LOD files: File names ending with "_LOD2" must be used for Medium level of detail File names ending with "_LOD1" must be used for Low level of detail File names ending with "_LOD0" must be used for Lowest level of detail File names ending with "_PHYS" must be used for the model's physics shape Additionally, material names must match exactly between each level of detail. Some 3D modeling programs such as Blender automatically change material names to prevent duplication when multiple versions of a model are loaded into the same scene. Material names are sorted alphabetically upon importing a model from the 3D modeling program of your choice, and may not retain the order they had in the original model. If material order is important to your model, you must name them accordingly. For more detailed information on uploading mesh models with multiple materials, see Uploading a multi-face mesh on the Second Life Wiki. Note: If you need to upload an old model that does not conform to these LOD naming rules, you may enable the debug setting called ImporterLegacyMatching in the Second Life Viewer. Access the Debug Settings window by choosing Advanced > Debug Settings from the top menu bar. Step 3: Define the model's physics shape A model's physical shape, as interpreted by Second Life's physics engine for calculating collisions, can be different from its visual shape. For example, you may wish to simplify a very complex vehicle into a square physical box shape, which allows you to have a visually complex vehicle that requires comparatively little physics computation and does not overtax the region's ability to process moving physical objects. You may upload your own physics representation as a .dae file or you may use Second Life's analysis and simplification tools to generate a physics shape automatically. The quickest way to generate a physics model for your object is to choose Use Level of Detail and select a level of detail from the dropdown menu. This creates a physics model based on one of your model's visual levels of detail. Remember that lower physics costs are desirable, so choose the lowest level of detail that reasonably represents the shape of your model. You do not need to complete Step 2: Analyze or Step 3: Simplifiy unless your physics model is extremely complex or shows red lines in the preview window. For advanced information on usage of the physics analysis and simplification tools, see Upload Model UI reference. Step 4: Upload options Before you upload, make sure to include any necessary optional parameters on the Modifiers tab: Scale: Changes the base size of your model. Increasing the scale increases the resource cost. Include Textures: Includes any textures applied to the COLLADA model. The textures are automatically applied to the Second Life version of the model when it is uploaded. Include Skin weight: Includes any skin weight information in the COLLADA model. This option only applies to models that are meant to move and flex with your avatar when worn as avatar attachments. Include Joint positions: Includes joint position information from the COLLADA file. This option only applies to models that are meant to alter an avatar's joint positions when worn as an attachment. Pelvis Z Offset: Changes the vertical positioning of a rigged model. Step 5: Calculate weights & fee When you click Calculate weights & fee, Second Life calculates the download, physics and server weights of your model in order to determine its land impact and Linden dollar upload cost. The base Linden dollar cost to upload is L$10 plus L$10 for each texture applied to the model, and an additional cost based on the complexity of the model. For more information about weights and land impact, see Calculcating land impact. Step 6: Upload When you upload a model, it appears in the Objects folder in your inventory. As with all objects in Second Life, you can then drag it from your inventory to the ground, or you can wear it as an attachment. Bonus section: Rigging options Rigged models allow you to represent your avatar skeleton as a mesh that conforms to your joints and motions. This means that you can wear a rigged model that changes the length and orientation of your avatar's limbs and animates accordingly. If your COLLADA model contains joint position and skin weight information, you can preview how it will look with an avatar's default idle animation by checking the Skin weights box underneath the Preview pane. Wearing a model with rigging You may wear a rigged model by right-clicking it in your inventory and selecting Wear. You may often wish to pair a rigged model with an alpha mask to hide your avatar's normal shape.
  23. Rand Linden

    Lighting and shadows

    1 Overview 1.1 Prerequisites 2 Graphics preferences settings 3 Shadows 3.1 Receiving shadows 3.2 Casting shadows 3.3 Shadows on bumpy objects 3.4 Shadow settings 3.4.1 None 3.4.2 Sun/Moon 3.4.3 Sun/Moon + Projectors 4 Ambient occlusion 5 Depth of field 6 Creating light sources 6.1 Projectors 6.1.1 Limitations 6.1.2 Projectors and shininess 6.1.3 FOV 6.1.4 Focus 6.1.5 Ambiance 6.2 Point lights Overview Enabling lighting and shadows in the Second Life Viewer enables you to display: High quality real-time shadows. Full dynamic lighting for an infinite number of local light sources. Special effects such as ambient occlusion and depth of field. Sky and water environments appear and function the same regardless of whether lighting and shadows are enabled. Note: You must be running Second Life Viewer version 2.7.1 or later to use this feature. Prerequisites This feature requires an OpenGL 3.0-capable graphics card, such as Nvidia GeForce 8600 and 8800, GTX 2xx, or Radeon HD 4xxxx. If your graphics card cannot support the feature, then it is disabled by default, and you cannot enable it. Graphics preferences settings To enable or change your lighting and shadows settings: Choose Me > Preferences. Click the Graphics tab. Click Advanced. Check Atmospheric shaders (under Shaders) and Hardware skinning (under Avatar Rendering). Note: In general, enabling lighting and shadows lowers the frame-rate somewhat; by default the feature is disabled on hardware where the typical frame-rate would be decreased below 10FPS. When Atmospheric shaders is enabled, if your system supports it, you can then enable: Lighting and Shadows Ambient Occlusion Shadows When you check Lighting and Shadows, you can then enable Ambient Occlusion, Depth of Field, and select the desired type of Shadows. To enable Water Reflections, check Basic shaders. Options are "Minimal", "Terrain and Trees", "All static objects", "All avatars and objects", "Everything". Warning: Lighting and Shadows can greatly lower performance and conflict badly with antialiasing. If you crash when trying to enable Lighting and Shadows on an otherwise supported system, disable antialiasing. Shadows Shadows are cast in the direction opposite the sun or moon (or other light source). Shadows start fading away as the distance to the object approaches your draw distance (set in your graphics preferences). Faces far from the camera (more than about 256 meters) will not receive shadows. As they approach this distance, the received shadows quickly fade away. Receiving shadows The following can receive shadows (have shadows cast upon them): Avatars and avatar impostors. Glowing prims. Sculpted prims. Water, ground, and foliage. Particles that are not full-bright (this can produce cool "shafts of light" effects). Full-bright surfaces (opaque or transparent) cannot receive shadows. Key to illustrations in this section: A = avatar B = opaque object C = 39% transparency D = 40% transparency E = 80% transparency F = opaque full-bright object G = alpha texture (per-pixel transparency) Casting shadows Things that can cast shadows: Alpha pixels that are less than 40% transparent. Full-brights, glowies, sculpties, avatars, foliage, ground. Things that do not cast shadows: Alpha pixels 40% or greater transparent. Avatar impostors. Particles. An object that both casts and receives shadows can cast a shadow on itself. For example, an avatar's arm can cast a shadow on the avatar's leg, where appropriate. Shadows on bumpy objects Full-bright bumpy objects render the same as they would with lighting and shadows off. Non-full-bright bumpy objects display realistic lighting for the depth-like roughness of the bump texture, according to the direction of the lighting. Shadow settings In preferences, you can choose to see the following types of shadows: None Sun / Moon Sun / Moon + Projectors None Broadly-speaking, setting Shadows to None looks similar to turning off Lighting and Shadows altogether, except: You experience somewhat smoother lighting from sun, moon, and local lights. Shininess on non-full-bright surfaces looks different. Any number of lights now light the scene simultaneously. Increased accuracy in lighting means that a bright light near a surface may now light nearby points on that surface more intensely than previously. Avatar impostors are lit similarly to non-impostors Sun/Moon Setting Shadows to Sun/Moon causes all qualifying objects to cast shadows and have shadows cast upon them. Sun/Moon + Projectors When you select Sun/Moon + Projectors shadows, objects cast shadows from the light of the sun and the moon and up to two projector light sources. Shadows are only cast from the two most significant projectors in the scene. Point lights never cast shadows. Ambient occlusion You may use shadows settings with or without ambient occlusion. Enabling ambient occlusion causes a subtle darkening of nooks and crannies in shapes. Enabling Ambient Occlusion and setting Shadows to Sun/Moon simultaneously exhibits both effects, with the added effect that shadows are smoother (softer and blurrier). Depth of field Check Depth of field to make objects far from the focal distance appear fuzzy or out-of-focus. Depth of Field On Depth of Field Off Learn more about depth of field — you can fine-tune settings and achieve effects like tilt-shift (miniature-looking scenes), as shown on the login screens. Tip: The depth of field feature can be useful when taking photographs of items for sale inworld and on Marketplace. Learn more about photographing your products. Creating light sources Creating and editing a light source is the same as in previous releases, but the Build Tools provide some additional options when Lighting and Shadows is enabled, as shown at right. The extra options are: Texture-chooser next to the light's color-chooser. Click it to choose a texture for the light. This enables you to create projectors, lights that project a texture. When you select a texture, the following settings then take effect: FOV (field of view) Focus Ambiance The standard light attributes color, intensity, radius, and falloff have the same effect regardless of whether Lighting and Shadows is enabled. Projectors A projector is a light source that casts a directional, textured light similar to that of a slide projector. To create a projector light source, select a texture for it in the build tools. The features of projectors are visible when Lighting and Shadows is enabled. A projector differs from a regular (point) light as follows: It respects the FOV, Ambiance and Focus attributes. It only casts light along its negative Z-axis: the light is directional, and may be pointed at things like a flashlight. Thus, the effect of a projector's light depends on the rotation of the object with the light. The projector's light has the selected texture, tinted with the color selected alongside it, like a slide-projector. A projector's light creates shadows if: You have selected Sun/Moon + Projectors for your Shadows preference. The projector is one of the two closest to the object casting shadows. Limitations Projectors do not project textures onto alpha/transparent faces that have partial transparency. Such faces are lit by the projector as if Lighting and Shadows were disabled. When Lighting and shadows is disabled, a projector behaves like a point light, but it continues to obey the Color, Intensity, Radius, Falloff attributes of the light. This essentially makes it operate like a spotlight. Projectors and shininess A projecting prim reflecting in a shiny surface exhibits a reflection of the prim's projected texture. This is increasingly sharper and brighter, the shinier the reflecting surface is. FOV The FOV setting defines the field of view of the projector, in radians. The field of view is the angular width of the cone of light projected. The possible range of values from 0.0 to 3.0 correspond to widths from 0 degrees to approx 172 degrees (almost a hemisphere of influence). Fidelity of shadows caused by a projector may degrade as the FOV becomes larger. Focus A projected texture appears blurrier the further the projection point is from the projector. The Focus value controls how attenuated this effect is. Positive values keep the projection sharper for farther distances, negative values make the projection start to blur at a closer range. Ambiance Ambiance adds a very blurred version of the projected image to all faces within the cone of influence, regardless of whether they are in shadow or facing away from the projector. The goal is to roughly simulate light influence being diffused in all directions by surfaces receiving a projected image. Thus it is acceptable that this be even brighter on faces facing away from the projector. The brightness of this effect is proportional to the Ambiance value. Point lights Existing in-world point light sources do not cast shadows. Point lights are largely unaffected by the Lighting and Shadows setting, except: The generated light should generally look smoother (less triangular, less delineated, and more rounded in its influence) The generated light may appear brighter on surfaces close to the light source. Lights whose areas of influence overlap may make that area seem lit much more brightly than previously. Every light in the scene will have a cumulative influence on lighting (not just the closest six lights). These exceptions may not apply to light falling upon transparent or alpha-textured faces: faces with a lot of partial transparency appear essentially identical (apart from shadows falling upon them) regardless of whether Lighting and Shadows is enabled. Note: In general, enabling lighting and shadows will lower the frame-rate somewhat; by default the feature is disabled on hardware where the typical frame-rate would be decreased below 10FPS.
  24. Jeremy Linden

    Uploading assets

    Supported file types Images Sounds Animation Uploading images and sounds Cost Images Sounds Uploading in bulk Uploading animations Supported file types You can upload several different types of files for use in content creation. Images You can upload the following image file types: *.tga (Truevision Graphics Adapter) *.bmp (Bitmap) *.jpg (Joint Photographic Experts Group) *.jpeg (Joint Photographic Experts Group) *.png (Portable Network Graphics) When uploaded, images are converted into a valid size. Valid scales are square powers of two. To prevent unintended distortion, keep this in mind when creating images. The maximum resolution for uploaded textures is 1024 pixels. If you upload an image that is a higher resolution than this, it will be scaled down to pass the upload requisites. Valid image sizes include the following values: 2, 4, 8, 16, 32, 64, 128, 256, 512, and 1024 Sounds Sounds must be in .WAV file in standard PCM format, 16-bit/44.1kHz/mono or stereo (converted to mono), and less than ten seconds in length. Thus, 9.99 seconds is fine, but 10.0 will fail to upload. Sounds cannot be saved as 8-bit, 22.05 kHz, or any other frequency. Sounds in other formats can be converted in most sound programs. An example of a free quality converter is r8brain. Compression formats such as MP3 are not supported. Animation You can uypload animations in .bvh (Poser 2 or newer) and .anim formats. Recommended settings are ten frames per second. For more information on uploading animations, see How to create animations. Uploading images and sounds Upload your own images (textures), sounds, and animations for use in content creation. Cost Uploading files to Second Life costs L$10 per file. The cost is deducted from your inworld balance, regardless of whether you upload the files one at a time or use bulk upload. The purpose of Bulk Upload is to expedite the upload process, not to save Linden dollars. Images You can upload TGA, PNG, BMP, or JPG files with at least 24-bit color, for quality and compatibility. Files at lower bit depths may fail to upload. PNG (24-bit) and TGA (32-bit) files allow the use of transparent effects (for example, in a stained glass window) via an alpha channel. Most modern image editors can convert between formats. To upload an image: Choose Build > Upload > Image (L$10). Choose an image file. Optionally choose a preview format. Optionally enter a text description. Click Upload (L$10). Tip: When uploading, textures are scaled to the nearest "powers of 2" aspect ratio due to how the system handles textures. If you find this results in unwanted stretching/squishing, you may prefer to use your image editor's built-in resampling to optimize proportions prior to upload. Supported image formats Second Life supports TGA (32-bit supports alpha channel), PNG (24-bit supports alpha channel), and BMP. When you upload an image, the Viewer internally converts it to JPG2000 for optimized future transmission. For best quality, try to avoid uploading JPGs; their already-compressed quality degrades further because of the double conversion. Texture sizes Textures should be as small as possible — texture size is highly context-sensitive so it takes experienced artistic judgment. For example, if you're texture-mapping a tiny pebble, its detail can be negligible compared to a giant tree in the same scene. For general use, 512x512 is a fair balance. The maximum resolution for an uploaded texture is 1024x1024 pixels; if you upload a bigger image, it is scaled down to 1024x1024 pixels. Even if you have a fast Internet connection and a top-end graphics card, your computer can only display a finite amount of texture data. Sounds Sound files must be: WAV files in standard PCM format. 16-bit with 44.1kHz sample rate. Mono format. Stereo format will be automatically converted to mono. Ten seconds or less in length. Formats that don't work include MP3s or WAVs in 8-bit, 22.05 kHz, or any other frequency. You can convert sounds into the proper format using an audio editor like the free Audacity, or a specialized app like r8brain for Windows. To upload a sound: Choose Build > Upload > Sound (L$10). Choose a valid .WAV file. Optionally enter a text description. Click Upload (L$10). This video shows you how it all works: Editing and uploading sounds from Torley on Vimeo. Uploading in bulk To upload more than one file at a time: Choose Upload > Bulk (L$10 per file). In the file browser dialog, select all the files you wish to upload. You can hold Shift ? or Ctrl while clicking to select multiple files. Using this method, you can upload files of different valid formats at the same time. You can also set default permissions for convenience when uploading. Uploading animations You can upload customized animations for use in gestures and scripted objects. This article covers the basic process of uploading an animation. For more information on creating, using, and uploading animations in Second Life, check out the Animation Guide article, and the Animation page on this Wiki. Note: Just like textures and sounds, animations cost L$10 each to upload. Procedure You can upload animations in Biovision Hierarchy (BVH) or raw .anim format. To upload: Choose Build > Upload > Animation (L$10). From the file browser, choose the animation file you wish to upload.' Choose your desired options in the upload preview window, then press Upload (L$10). This video shows you how the process works: Creating & uploading animations from Torley on Vimeo. Note that upload doe not work on windows if the decimal separator is set to comma(,) instead of period(.) in your locale settings. Upload Preview window The upload preview window presents multiple controls that can change the way your animation plays inworld. Click ? in the upper right of the window for a detailed explanation of all the settings.
  25. Jeremy Linden

    Sculpted primitives

    1 Sculpted prims overview 2 How to create a sculpted prim Sculpted prims overview A sculpted prim is a primitive whose shape is determined by a texture, called a sculpt texture. You can use sculpted prims to create complex, organic shapes that are not possible with conventional Second Life prims. How to create a sculpted prim Sculpted Prims are created and manipulated in a slightly different way than conventional prims. Check out the following steps to create your first Sculpted Prim: Find a piece of land where you can build. Right-click the ground and select Build. Select any type of prim from the tools window (the default is a Box) and click the ground to create it. Click the Edit button and select the Object tab. In the building block type dropdown menu, select Sculpted. Notice how some of the object editing parameters turn into a colorful texture! That texture, called a sculpt texture, defines the shape of the sculpted prim. You can change the sculpt texture by clicking on it and choosing a new texture from the PICK:TEXTURE window. You can change the position, size, and rotation of a sculpted prim by using the edit tools the same way you would with a conventional prim. Note: If you pick a texture that was not intended to be a sculpt texture (like a snapshot, or some wallpaper), the sculpted prim takes on a crazy, unexpected shape we like to call "texture vomit." These crazy shapes won't hurt Second Life or your computer's performance, but they may hurt your eyes! You can find some free sample sculpt textures on the Sculpt Maps and Textures page of the Second Life Wiki. For information on how to create your own sculpt textures for Second Life, check out the 3D Software Guide and the Sculpt Textures in Paint Programs pages of the Second Life Wiki.
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