How to Upload Object Physics Ion Secondlife

A model'southward physics shape defines how it collides with other objects and is expected to be far simpler than its visual advent to reduce computational cost. For example, a circuitous vehicle model might have a square physical box shape. Note: Models meant to be used as vehicles must not have a physics weight higher than 32.

All the steps on the physics tab are optional. Be warned, however, that once you make a selection at Footstep 1, there is, at present, no manner to revert to the "default hull" without restarting the upload process.

Every model has at least a default physics shape, known every bit the convex hull. If y'all accept no action on the physics tab then the model will be assigned the generated shape, and you volition non take the selection to select "prim" physics shape in-world.

The cost of the physics volition be shown at the bottom of the dialogue after the "Calculate weights" button has been pressed. see beneath for a more detailed description of the physics cost breakup.

If you do cull specify a physics shape then it tin be previewed by toggling the "Physics" check box in the Preview controls panel. Any errors will also be highlighted in the preview (see below)

One time you are satisfied with the physics controls you may need to press "Calculate weights and fee" and volition then have the option to upload. Yous may likewise click the Upload Options tab.

Hither you lot tin select the model that will represent the physics of your object. Consider carefully how this defined it not but affects the Land Impact (LI) simply besides acts as a source of region lag, when the region has to resolve highly complicated physics shape collisions.

You should be aiming for the simplest possible shape that still provides advisable in-world interaction with the item. For instance, if the item has a flat summit surface that users might wish to rez an object on, or walk on, the physics shape should have a apartment top too.

Alternatively, y'all tin use the born tools to try to address the problem (come across steps 2 and 3)

The convert to hulls pick uses the Havok library when in Second Life (and a less functionally complete stub in OpenSim) to decompose the mesh into simpler shapes known as convex hulls. Each hull has a small toll to the physics engine, in the same way that the triangles exercise in Footstep 1, however, the cost of a hull is fixed regardless of the calibration and so it is ideal for items that will be re-sized in-world. A hull mesh can often be college toll than a well-synthetic mesh physics, then experiment to find the best solution.

Select options in this section, then click Clarify.

Select options in this department, then click Simplify.

For physics the preview window and preview pane provide control over the information presented. The Physics checkbox toggles on/off the display of the physics. When showing a "non-analysed" mesh based physics shape (just step one above) this will be a blue mesh overlay. the overlay may include Cherry lines and dots that represent the degenerate triangles that are causing issues. When the physics shape has been analyzed this display will instead include the hulls, displayed with randomised shades to assistance distinguish them. An additional pick "Explode hulls" is also shown, this slider expands the haulls to separate them, this is a diagnostic tool simply.

Available only once "Summate weights and fee" has been successful, the physics costs show you what the physics volition be once the object is in-world. When in-world, physics can be set to None, convex hull or prim. Both convex hull and prim are ambiguous and misleading terms that derive from legacy utilise. In the uploader they are given different names to distinguish them

  1. Base Hull: This is the mandatory physics shape that all objects must accept, it is a unmarried convex hull and is used when "convex hull" is picked in-earth.

  2. Mesh: This is the cost of a non-analysed physics shape, one specified in step 1 above. It is calculated based on the number and size of triangles, information technology will also change when in-world based on the rezzed scale of the object.

  3. Analysed: This is the cost of the analyzed physics shape equanimous of multiple convex hulls. It will be fixed irrespective of scale once in-earth.

Mesh and Analysed are mutually exclusive, you can merely accept one or the other, never both, and in-world they are selected using the "prim" physics type! (yeah we know that'southward silly, simply changing information technology now would cause more confusion). The values shown next to these entries are the cost in LI that the physics volition contribute. In the to a higher place example Analysed is showing as two.3, this will be rounded downwardly to 2LI if "prim" physics is selected. If "convex hull" is used it will be 3LI.

In this example, the physics LI is irrelevant considering the model itself is going to be 49LI (this is due to the scale and the LOD choices made, we will examine scale changes on the Upload options tab)


From http://wiki.secondlife.com/wiki/Viewerhelp:Upload_Model_-_Physics

Encounter this folio for documentation on Firestorm six.4.13 and earlier.

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Source: https://wiki.firestormviewer.org/upload_model_physics

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