One warning -- when you import mesh objects the choice of physics you
are given on the import script is important. In second life, you have
to pick the most expensive one.
Basically, if you have a building and you simply use a spherical or
concave surface around it as the physics collider, you will NOT, in my
experience, be able to *go inside* the buiding. (At least I couldn't go
inside my own building.)
On the other hand, I suppose that if you WEAR the mesh spaceship, that
constraint might not apply.
Anyway, I haven't investigated this in detail, but it's something to
check out. If nothing else, build a mesh hollow cube with a door, or a
hollow cylinder with a door into it and investigate its properties
before going much further!
Just a suggestion. I may kill some time and try it myself now and if I
find out anything I'll post the results. Anyone else?
Wade
On 2/17/14 7:58 PM, Chris wrote:
"Can I for instance take a mesh model of a spaceship and sit inside it
and fly it in opensim? "
Yes, provided you can find a vehicle script that is written for
OpenSim. Some of these scripts may also be physics engine dependent
just be aware. Most SL vehicle scripts won't work as expected (or at
all) on OpenSim partially due to slight LSL differences between SL and
OS with the physics functions as well as physics engine differences.
"Can I build mesh exotic buildings and use them in all the ways I can
not mesh builds?"
I'm not sure what you're asking. But you can mesh buildings and use
them the same as you could normal prim buildings provided the interior
is also meshed (For instance a lot of buildings you'll find on Google
for Google Sketchup don't have their interiors meshed and so are
really only useful for modeling purposes; Such as maybe you're
building a big city scape kind of place and you want some buildings
for backdrop but not necessarily functional).
"I recognize I can't do various prim manipulations on meshes in world
but don't have a good feel for what limitations this imposes."
It depends on how you construct your mesh and whether or not it's
rigged. Rigged meaning it attaches to your avatar and it moves with
your avatar. In the case of rigged mesh there's not a whole lot you
can do to manipulate it in world aside from coloring or texturing it.
That is because it will all just snap back to its programmed bone
positions once you reattach it. With non rigged mesh, it all depends
on how you construct it in your 3D editor. If you build your mesh with
compactness in mind (less objects, more complexity per single object
in your mesh) then it can tend to be less you can do with it in world.
If you build your mesh with modifications in mind (more objects, less
complexity per object in your mesh) then it can tend to be that you
can do more with your modification. Example: If you make a chair and
table set but make it all one object in your 3D editor, then you
wouldn't be able to move that chair around by itself in world since
it's all one solid mesh. If you leave the table and chair separate
from each other then you can move the table and chair around
individually in world.
"Can I create linksets that include mesh and non-mesh items and add
scripts and so on?"
Yes you can. The viewer and the server doesn't care whether an object
is a standard prim, a sculpt, or a mesh from a linking perspective. As
far as scripting goes yes as well, although, depending on how you
construct your mesh; scripting techniques -may- vary. For instance if
you take the above hypothetical table and chair mesh, but you chose to
join them together in one object (in your 3D editor) and apply two
materials to them (one face for the table and one face for the chair),
and you want to be able to retexture them via script; you would need
to know how to get the script to recognize that particular object and
have it apply textures to those two different faces. This is as
opposed to keeping those two objects separate from each other and
simply having the script recognize that via object name or description
and apply textures depending on which one matches. (I hope that
explanation wasn't too confusing. It makes more sense if you try it
both ways to see what I mean)
I don't have a FAQ or other resource I can point you to for further
explanation; I apologize. But I hope I was able to answer at least
some of your questions :)
On 2/17/2014 6:14 PM, Seren Seraph wrote:
My most basic question is what can and cannot be done with mesh in
opensim and/or SL? Can I for instance take a mesh model of a spaceship
and sit inside it and fly it in opensim? Can I build mesh exotic
buildings and use them in all the ways I can not mesh builds? I
recognize I can't do various prim manipulations on meshes in world but
don't have a good feel for what limitations this imposes. Can I create
linksets that include mesh and non-mesh items and add scripts and so on?
Is there a good FAQ or paper on this somewhere?
- seren
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