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Need help with unsupported mesh sizes in Wings 3-D

Marshall Waldman
Registered User
Join date: 3 Nov 2007
Posts: 1
11-26-2007 20:05
I have been trying to build a .50 Sniper Rifle and other things lately in the Wings 3-D program and I have had problems with the unsupported mesh size lately so before I was finished I tried to export the parts of the Sniper that I had into Second life to see if it would work but it had the unsupported mesh size error come up. If anyone knows what the mesh size of an object is or how to get it to the right size to export into SL it would help alot.

A brief description of it is a scope rail with 5 holes and knotches on the top and a pretty well detailed scope with sights inside with 100-400 yrd. markers on the sights.

I think i attached pictures but I don't know how to do that yet so if it didn't work tell me how if you need the pictures. And if they work they are pretty bad pictures lol (not very clear)
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
11-26-2007 20:26
Did you read the instructions for how sculpties have to be made? From the pictures, it looks like you're trying to use a completely arbitrary mesh. So of course SL is telling you your mesh is unsupported. It's not configured in the way that sculpties require.

To learn how to make sculpties with Wings3D, read the instuctions on the wiki. http://wiki.secondlife.com/wiki/Wings_3D

Also, watch DanielFox Abernathy's excellect video tutorials. You'll find links to them in the sticky at the top of the forum. /8/8d/196863/1.html#post1678539
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Omei Turnbull
Registered User
Join date: 19 Jun 2005
Posts: 577
11-27-2007 07:34
Chosen must have made a cut-and-paste error witrh the URL to the Wiki; it is http://wiki.secondlife.com/wiki/Wings_3D. But as he said, the Wings sculpty exporter can't turn an arbitrary model into the resticted format of an SL sculpty. You basically have to start with a known good model (many are included with the scupty exporter and advanced templates zip files) or an existing sculpty bitmap. From there, you can only use Wings commands that move vertices, not ones that add or remove them.

There are a large number of tutorials listed on the Wiki.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
11-27-2007 08:03
Thanks, Omei. I was E-mailing someone that news.com link at the same time as I was writing here. Whoops. I've edited the post to correct it.
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Thunderclap Morgridge
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Join date: 30 Sep 2006
Posts: 517
11-27-2007 13:03
So what they basically said is while that is nice, it was a complete waste of time because wasn't from a sphere, a plane or a cylinder.
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Omei Turnbull
Registered User
Join date: 19 Jun 2005
Posts: 577
11-27-2007 18:59
Thunderclap's answer is shorter, though he did leave out torus. But it might lead you to think you're OK starting with any sphere, plane, cylinder or torus. (Not true.) And you might think that the starting point has to have the shape of a sphere, plane, cylinder or torus. (Again not true.)

A condition I neglected to add when I said you could start with an existing scupt map -- it has to be 64x64 or smaller. If you start with one 128x128 or larger, the importer will import it, but the exporter won't export it.

In any case, when you're starting I would advise you to export periodically as you work. Hopefully, if you have inadvertently added or subtracted vertices, you'll find out while you can still undo it.

As for your work being a complete waste of time, I would prefer to think of it as good practice. :D
Shayna Korobase
Registered User
Join date: 8 May 2007
Posts: 454
03-22-2008 12:36
Can you convert something that is not 64x64 to 64x64 or lower?

I'm having a problem with a mesh that just wont export.
Omei Turnbull
Registered User
Join date: 19 Jun 2005
Posts: 577
03-22-2008 20:10
From: Shayna Korobase
Can you convert something that is not 64x64 to 64x64 or lower?

I'm having a problem with a mesh that just wont export.
Shaynna, I'm afraid that once you've done something to make a mesh not exportable, the only think you can do is undo the offending change. You'll probably have to start over. This time, export regularly as you go along, so that you have the option of undo-ing back to a good mesh if you find you can't export.