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in-world V out of world modelling + which software

Jump33 Fargis
Registered User
Join date: 4 Jun 2007
Posts: 1
06-05-2007 18:19
I am new to second life but have done some 3D stuff out of world. Be great to get some advice from an expert :)

1. Is it best to model in-world or out of world (using blender or similar)
2. If I am modelling out of world what is best modelling type to use - mesh or nurbs etc.?
3. Is it hard to import models from blender into second life i.e. does it maintain the models geometry?
4. If I model in world can I back up my models some how?
5. Is there some sort of offline second life model previewer?
Locke Cardway
Registered User
Join date: 17 Aug 2006
Posts: 12
06-08-2007 07:51
From: Jump33 Fargis
I am new to second life but have done some 3D stuff out of world. Be great to get some advice from an expert :)

1. Is it best to model in-world or out of world (using blender or similar)
2. If I am modelling out of world what is best modelling type to use - mesh or nurbs etc.?
3. Is it hard to import models from blender into second life i.e. does it maintain the models geometry?
4. If I model in world can I back up my models some how?
5. Is there some sort of offline second life model previewer?


Second Life does not support the direct importing and exporting of 3d models.

The introduction of the Sculpted Prim allows us, with some limitations and restrictions, to indirectly translate meshes into Second Life by generating normal maps from those meshes and applying those normal maps to the Sculpted Prims. I will try to answer your questions in that context.

To answer questions #1 and #2: If you're working with sculpted prims, you must use external modeling tools--- although I hear they are working on sculpted prim in-world tools.

Whether you use subdivided mesh modeling or NURBS modeling may depend mostly on personal preference and the kind of object you're building. However, it's prudent to build your object (by which ever means) with the limitations of sculpted prims in mind.

In regards to getting those meshes into Second Life using Sculpted Prims (since that's the only way at the moment), the only thing that's important is if you can generate normal maps from what you've built.


Question #3: SL doesn't support the importing of geometry so there will be no imported geometry "to maintain." There is a sculpted prim modeling method for Blender though. As I've never used Blender, I can't atest to its difficulty but I often hear the very act of using Blender is difficult enough on its own. ;-D


Question #4: SL doesn't support exporting of geometry so you can't save external back-ups of objects built in-world. If you're working with sculpted prims, back-ups can be accomplished through normal file back-up means. I.e. Simply backing-up the 3d model file of the original mesh you've built as well as the normal map images generated from it.


Question #5: There is no offline previewer, save for the avatar clothing previewer.

-L
Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
06-08-2007 08:01
From: Jump33 Fargis
5. Is there some sort of offline second life model previewer?

What kind of models are you talking about? Prim constructions? What would be the point of this? If you could explain why this would be useful, I could probably adapt slcp for this purpose.
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Al Sonic
Builder Furiend
Join date: 13 Jun 2006
Posts: 162
Correction.
06-08-2007 11:29
I haven't even built offline and yet I know Locke missed a thing or two.

#1 I won't say much for, because I haven't tried building prims in Blender yet. I find it rather fun and easy to build in-world though, just as long as I can stay connected (disconnects can occur rather sneakily if you're just building...).

Just keep in mind, there are TWO ways to build in Blender: (1) Use the Offline Builder downloadable at sourceforge.net/project/showfiles.php?group_id=149111 to build an assembly of its prims, keeping to SL's limits by not directly editing the mesh. (2) Use this forums.secondlife.com/showthread.php?p=1508839#post1508839 to make any 32x32 grid importable as a texture.

#2 is invalid if you are building with Second Life's normal building materials, its usual geometric primitives, a.k.a. "prims". Its Sculpted Prims are the exception, as they take their appearance (but not physical properties) from a XYZ mesh converted into an RGB texture. Once again, just keep in mind that in the end it will be a mesh.

#3- By building method 1, with prims, there's no issue except perhaps some small quirks in prim behavior that might be more visible in-world (like this "Tube" I have that comes slightly short of its 1.5 revolutions...). By building method 2, there's the lack of detail beyond 8 bits per dimension in vertex placement, but Qarl Linden is considering changing this. There's also a related, temporary issue that the meshes are receiving JPEG compression and coming out a bit deformed. The workaround is that you can upload them as larger textures, like 128x128, and they'll come out looking less compressed.

#4- I do believe that yes, there is a means of backing it up via that Offline Builder, even though I'm failing to find exactly where it is. Search its thread, forums.secondlife.com/showthread.php?t=110607 for it, or ask Jeffrey Gomez.

#5- For building sculpted prims, there are various options. Which reminds me, you should really check out THIS link...

wiki.secondlife.com/wiki/Sculpted_Prims:_3d_Software_Guide - Every kind of software good for helping you build sculpted prims.
Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
06-08-2007 15:32
1) Although there is an offline builder that lets you use primshapes in blender, you gain nothing for it, so far as I know, and I know for a fact you can't upload arbitrary models to SL, so there's not a huge amount of point (Except for the obvious advantage of being able to build offline...) So, basically, build in world.

Sculpted prims are the one exception here... Sculpted prims allow you to upload some meshes, after a fashion, but its a relatively simplistic system... You can't upload your 50,000 poly airplane mesh, or whatever.

2) Moot point since you can't model out of world, except for sculpting. With sculpties, which is better depends on the program your using.

3) See above... mostly moot, except for sculpties. And sculpties do not maintain the models geometry, it's just a rough approximation of the geometry (IE, nothing you can't fit in a 64x64 pixel texture)

4) Not really. Using the same technology as the offline prim builder, yes, it's theoretically possible, by exporting the primative parameters via a script, then re-importing them. It's sorta a pain in the butt, though, since your models aren't overly useful anywhere except second life.

5) Except for sculpties, and the aforementioned offline prim builder plugin for blender, no.
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