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Using Blender to create a Second Life Vehicle

Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
09-21-2007 16:56
Using Blender to create a Second Life Vehicle - Part 1 - The Plan
by Domino Marama
Copyright 2007 Domino Designs Limited

When building in Second Life the first thing we need is a plan. Sometimes just knowing what you want to build is enough and you can let it evolve as you work on it. While there is a lot to be said for letting your imagination run freely like this, having a solid plan can save you a lot of time. That's what this part of the tutorial is about, the plan!

At first all I had was a vague idea of doing a tutorial about making and texturing sculpties with Blender. After some thought it began to make sense to do it about creating a vehicle. With vehicles in Second Life you have 4 options.

1) Stick to the physics engine limit and only use 30 prims for a single seat vehicle (each additional passenger decreases prim count by 1)
2) Work past the limit by having a combination of a physical vehicle frame plus avatar attachments with the prims that make the rest of the vehicle
3) Use non physical scripted movement of a larger prim set to get past the limit
4) Make a show vehicle that can't be driven

As some of you are sure to know, I make the racing system which is used at many tracks in Second Life. So when I'm designing vehicles I always have racing in mind. This eliminates options 2 and 3 for lag issues and option 4 is a non-starter so we are left with option 1.

I'm happy with a single seat vehicle to race in, but you may want to take a passenger for a ride to show off your new creation. That limits us to just 29 prims for our tutorial vehicle. Sounds like an ideal project for a few sculpties to get more detail with those prims.

To keep things familiar for everyone following along, I decided a car would be the ideal vehicle type to do. This means there are a few parts we know we need so let's check our prim count.

There are 4 wheels, 2 seats, and the steering wheel so that leaves us just 22 prims to do the rest of the car. It is possible to do an axle with 2 wheels from a single cylinder prim, but that causes problems with texture animation. We could also do the rear axle and wheels as a single sculptie but that's pushing the LOD too far. Many racers have the Second Life graphics settings on minimum to keep their frame rates as high as possible. So for now we'll say it's two prims for the rear wheels, we can always change our mind later on.

What we need next is a body design for a two seater car that looks like it could be done in 22 prims. Time to visit:
http://www.the-blueprints.com/index.php?blueprints/cars/

I look forward to seeing what you choose and I'll reveal my choice in part 2 :)
General Straaf
Registered User
Join date: 23 Jun 2007
Posts: 13
What happened?
10-01-2007 23:58
Okey, so I was so excited when I read this thread the first time. I downloaded blender and looked at blueprints. So I ask the thread starter, what went wrong? :(
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
10-02-2007 14:59
From: General Straaf
Okey, so I was so excited when I read this thread the first time. I downloaded blender and looked at blueprints. So I ask the thread starter, what went wrong? :(


I got sick. Then paid work came in which won't leave me much in the way of free time for a couple of weeks. So I haven't had chance to finish the next stage yet. There's a lot to cover in preparing the blueprints for use in Blender, and I want to do at least the regular prim choices in that part as well. 3rd part will be the sculptie modelling. 4th part will be texturing.

The full process will take a couple of days to go through, add to that having to do screenshots, record videos (probably multiple takes), write notes and there's a couple of weeks work in preparing the whole tutorial.

So it's coming, I'll see if I can finish the next stage this weekend.
General Straaf
Registered User
Join date: 23 Jun 2007
Posts: 13
10-03-2007 03:53
Oh I see :) Thanks for your reply, looking forward for the next stage! :D
General Straaf
Registered User
Join date: 23 Jun 2007
Posts: 13
10-17-2007 13:20
Bump bump bump *trying to save the thread from dying*
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
10-18-2007 02:28
Due to the way I'm planning on doing certain features, such as wheel arches, I can't progress this until the LOD levels are stable. Vote for http://jira.secondlife.com/browse/VWR-2291

Particularly the 6 faces as lowest LOD is a problem with vehicles as it's easy to end up with the normal torus or cylinders used for wheels / tyres to end up sticking through the sculptie parts at lower LODs
General Straaf
Registered User
Join date: 23 Jun 2007
Posts: 13
10-18-2007 03:34
oh now I get it! Okey, I wil vote right away! And get everyone else to vote *lol*