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Old 06-12-2011, 08:59 AM   #1 (permalink)
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Supported Software for Mesh Import

I have added a question for the Content Creation User Group meeting tomorrow about "which Collada version(s), XML tags, or 3D programs are *supported* by the Second Life model importer? Supported = if it doesn't work, you will treat it as a bug in the importer."

https://wiki.secondlife.com/wiki/Con...ing_User_Group

As we get closer to release, people want to know what software is expected to work, and what software is not worth wasting time on. Unfortunately the latest versions of Blender, SketchUp, Maya, and 3ds Max *all* do not work right now with their default settings and exporters.

I don't expect Linden Lab to make their software compatible with every 3D program and version, but I do expect them to tell us what we can use, or at least what we should be able to use pending a bug fix.

Feel free to post any info you have on software besides the following (or correct or extend my notes)

* Blender 2.49a - working as far as I know
* Blender 2.59 - working as far as I know
* SketchUp 7.0.10247 - working
* SketchUp 7.1 and 8.0 - not working for more than one texture assignment - model gets broken into separate objects when imported
* Maya 2011 - Working using FBX 2011.x exporter
* 3ds Max 2010 - working as far as I know
* 3ds Max 2012 - Working using FBX 2011.x exporter (may require export to FBX first, then using 2011 FBX converter ---> dae)

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Old 06-12-2011, 09:15 AM   #2 (permalink)
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Hi Daniel, thanks for the update. In the other thread I had commented that my version of Sketchup was importing natively in .dae, but now as you point out, it will not do so with more than one texture assignment. Ahh well, we're still a step closer and that's what counts.
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Old 06-12-2011, 10:47 AM   #3 (permalink)
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This explains my texture issues I can't resolve...
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Old 06-12-2011, 03:06 PM   #4 (permalink)
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AC3D works fine exporting to .dae. Well I say that but have not tried with anything textured yet ..... I can save a model from zbrush as an .obj import that into AC3D and export again as .dae and upload to the mesh grid with no problems.
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Old 06-12-2011, 03:13 PM   #5 (permalink)
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AC3D works fine exporting to .dae. Well I say that but have not tried with anything textured yet ..... I can save a model from zbrush as an .obj import that into AC3D and export again as .dae and upload to the mesh grid with no problems.
Which version of Zbrush and AC3D are you using? As the list above shows, versions make a difference.

If you could, test a box with multiple textures on different sides, and rigged to an avatar if you know how to do that (it can be a box rigged to an arm, it doesn't have to be a full rig)
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Old 06-12-2011, 06:40 PM   #6 (permalink)
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maya 2009 with the collada 1.4 exporters works fine. the only issue i am having is with my skeleton in rigging. back in novemeber/december it worked perfectly. i have not changed my skeleton or rigging method.

a few days ago i went back on the beta grid to test some more rigging and well. its not letting me upload. apparently it has to do with group vertex?
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Old 06-12-2011, 07:15 PM   #7 (permalink)
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a few days ago i went back on the beta grid to test some more rigging and well. its not letting me upload. apparently it has to do with group vertex?
The mesh asset format has changed. Did you get the most current viewer?

http://automated-builds-secondlife-c...nt/latest.html

Also, they sneaked in a check box above the upload button to verify you have rights to the model. The upload button is greyed out until you do the check box.
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Old 06-12-2011, 08:11 PM   #8 (permalink)
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The mesh asset format has changed. Did you get the most current viewer?

http://automated-builds-secondlife-c...nt/latest.html

Also, they sneaked in a check box above the upload button to verify you have rights to the model. The upload button is greyed out until you do the check box.
yes i do have the latest and i am aware of the check box. i relooked at my file and noticed the joint names got changed. i re-tested just now, and it works fine.

i will sitting here racking my head against the wall not understanding what was going on. the only thing i didnt check the last few days was my joints as i never changed it.

it may have happened when i renamed the scene. who knows. my joints took the name of the scene along with the joint names. this just gave me some hope because i like a nice workflow. i perfer everything done in one program.
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Old 06-12-2011, 09:25 PM   #9 (permalink)
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I discovered a new issue with *wearing* a model with 8 textures assigned. I had done a 47,000 triangle full body avatar with 8 UV-mapped textures for the skin. It is so complex as a "stress test" for the whole content pipeline. Previously I could upload and wear it no problem. Now two of the textures are missing when you wear it, but they show up fine if you rez it on the ground.

I went to the other extreme and did an unrigged 6-sided column, which if you add top and bottom has 8 sides. That also loses two textures when you attach it to an avatar, but not on the ground.

If someone else confirms the problem besides me, I will go ahead and file a JIRA issue.

EDIT:
Confirmed and now a JIRA issue - https://jira.secondlife.com/browse/CTS-633

EDIT 2: That problem was fixed, 8 textures work now

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Old 06-13-2011, 04:38 PM   #10 (permalink)
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Originally Posted by DanielRavenNest View Post
As we get closer to release, people want to know what software is expected to work, and what software is not worth wasting time on. Unfortunately the latest versions of Blender, SketchUp, Maya, and 3ds Max *all* do not work right now with their default settings and exporters.

I don't expect Linden Lab to make their software compatible with every 3D program and version, but I do expect them to tell us what we can use, or at least what we should be able to use pending a bug fix.
From today's OH:
Quote:
[2011/06/13 12:12] Gaia Clary: Nyx, what 3D tool do you use for internal testing ?
[2011/06/13 12:12] Prep Linden: Blender and max 2010 and 2011
[2011/06/13 12:12] Charlar Linden: a littel sketchup
[2011/06/13 12:12] Gaia Clary: which blender
[2011/06/13 12:12] Nyx Linden: we have a range of test collada files from a variety of sources
[2011/06/13 12:12] arton Rotaru: blender 2.49 only?
[2011/06/13 12:12] Drongle McMahon: OK. That will breakmy collada files, but I suppose it's the right way :-(
[2011/06/13 12:12] Prep Linden: gaia : i uise 2.49b
[2011/06/13 12:12] Prep Linden: *use
[2011/06/13 12:12] Nyx Linden: more test content is always appreciated
[2011/06/13 12:13] Charlar Linden: +1000
[2011/06/13 12:13] Prep Linden: +100
Trying to make (and keep) the viewer compatible with every COLLADA exporter on the planet is probably impracticable. I'd rather implement a separate converter application to transform various COLLADA sources into the reference layout expected by the viewer.
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Old 06-13-2011, 05:20 PM   #11 (permalink)
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From today's OH:

Trying to make (and keep) the viewer compatible with every COLLADA exporter on the planet is probably impracticable. I'd rather implement a separate converter application to transform various COLLADA sources into the reference layout expected by the viewer.
Well they have to make it compatible with some software -- I vote for the free stuff like Blender and Sketchup rather than something that costs several hundred or thousand dollars, if a choice must be made.
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Old 06-13-2011, 11:56 PM   #12 (permalink)
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Well they have to make it compatible with some software -- I vote for the free stuff like Blender and Sketchup rather than something that costs several hundred or thousand dollars, if a choice must be made.
Even though I use 3ds Max as my primary 3D program, I agree with you. Blender and SketchUp are free, so those should be the first choice for SL to be compatible with. One of the FBX converters would be the next choice, since the converter itself (without Max or Maya) is a free download.

Programs like Max and Maya, which cost twice as much as my computer, would severely limit who can make models, much more so than requiring PIOF.
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Old 06-14-2011, 02:29 PM   #13 (permalink)
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Zbrush 4 works for non-rigged mesh if you get the free Zsculpty plugin which lets you export out in dae format.

ZBrushCentral - Second Life Sculpties in ZBrush 4 - ZSculpty Tools
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Old 06-14-2011, 05:48 PM   #14 (permalink)
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...Feel free to post any info you have on software besides the following (or correct or extend my notes)
...
* SketchUp 7.1 and 8.0 - not working for more than one texture assignment - model gets broken into separate objects when imported
...
Did the glitch for uploading from SketchUp happen after Dec, 2010 and was this for both the free and pro versions? I used pro version 8 between Oct-Dec, 2010 with 3 textures in a mesh.
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Old 06-14-2011, 06:42 PM   #15 (permalink)
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Did the glitch for uploading from SketchUp happen after Dec, 2010 and was this for both the free and pro versions? I used pro version 8 between Oct-Dec, 2010 with 3 textures in a mesh.
This was tested with the new mesh asset format that came out a week ago, and with Sketchup 8 regular, I don't have a copy of Pro. If you do, go ahead and try it again and let us know the results. I consider Pro a different version than regular since it has different export capabilities.
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Old 06-15-2011, 01:03 PM   #16 (permalink)
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I got as far as the preview and saw all of the 20 textures applied to the model.

Both the beta and project viewers are broke since last night as far as uploading mesh into the grid (the upload window closes when the "upload" button is pressed without mesh getting into inventory), also the resource costs changes each time for the same model after the model loads and you get the first preview. This happened using non-SketchUp files, Sketchup files without any components or groups in the model, the model made into a component, and the model made into a group.
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Old 06-15-2011, 02:51 PM   #17 (permalink)
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, also the resource costs changes each time for the same model after the model loads and you get the first preview.
The resource number on the upload window is known not to be working yet. The Linden staff tell us to look at the prim count on the edit window once it is uploaded.
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Old 06-15-2011, 03:21 PM   #18 (permalink)
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Both the beta and project viewers are broke since last night as far as uploading mesh into the grid (the upload window closes when the "upload" button is pressed without mesh getting into inventory)
The Linux version is even worse; it crashes when loading the COLLADA file, even for the most simple models. In fact I can't seem to remember a time when the mesh project viewer was more broken than in the past few days. And the roll-out is supposed to start when? In two weeks? Very encouraging ...



Edit: Here's the ticket: https://jira.secondlife.com/browse/CTS-627

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Old 06-15-2011, 05:26 PM   #19 (permalink)
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Actually, at the last mesh meeting, they stated that the number under Develop -> Show Info -> Show Render Info -> Selection Streaming Cost gives the most accurate number for prim cost right now. That assumes that the person is using a physics cost that is less than that number.
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Old 06-15-2011, 07:53 PM   #20 (permalink)
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Just tried Kirstens and another TPV a few minutes ago, same results as the project and beta viewers. I'd have better luck if I moved a few weeks ago into a trailer in the middle of Birmingham.
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The Linux version is even worse; it crashes when loading the COLLADA file, even for the most simple models. In fact I can't seem to remember a time when the mesh project viewer was more broken than in the past few days. And the roll-out is supposed to start when? In two weeks? Very encouraging ...
It sounds like LL will make an announcement shortly to move the roll-out further back and that everyone's mesh or operating system is the problem and not LL's browser or server. Well at least LL didn't sell SL to FEMA yet (remember what 1 picture and a caption is worth) FEMA turns its back on tornado victims that lost everything · Hammer of Truth

Last edited by Josef Munster; 06-15-2011 at 10:33 PM. Reason: just tried TPVs for mesh import
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Old 06-15-2011, 11:54 PM   #21 (permalink)
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Actually, at the last mesh meeting, they stated that the number under Develop -> Show Info -> Show Render Info -> Selection Streaming Cost gives the most accurate number for prim cost right now. That assumes that the person is using a physics cost that is less than that number.
If that's the case, then Mesh is DOA. I made a 32x32m hill with 2000 triangles, and proper LODs and physics (21 triangles for lowest LOD and physics shape). On the edit window it shows as 18 prims, which is tolerable. On the streaming cost info it shows 84 prims.

You get 234 prims on a 32x32m parcel. Nobody is going to spend 1/3 of their prim allowance on just a piece of terrain.
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Old 06-16-2011, 12:10 AM   #22 (permalink)
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Yes, I know. Some large objects have had some scary numbers. I hope they ease up on the prim cost a bit.
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Old 06-16-2011, 08:38 AM   #23 (permalink)
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Yes, I know. Some large objects have had some scary numbers. I hope they ease up on the prim cost a bit.
For making terrain, people would choose to use several sculpts or prims rather than a large mesh, based on the current costs.
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Old 06-28-2011, 02:41 AM   #24 (permalink)
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This was tested with the new mesh asset format that came out a week ago, and with Sketchup 8 regular, I don't have a copy of Pro. If you do, go ahead and try it again and let us know the results. I consider Pro a different version than regular since it has different export capabilities.
This morning I uploaded 2 versions of a test model. The model was painted with 30 textures and I made 2 versions of it. The first version was exported after the entire model was selected and made into a group, the second version was exported after the entire model was selected and made into a component.

Both uploaded versions show all of the 30 textures I used in SketchUp Pro. If the .DAE file that's unpacked from the .KMZ file export in the free version still has a texture issue, this may have something to do with how SketchUp packages the .KMZ file. I don't have the FBX converter program to experiment with, but it and one of the export plugins for SketchUp free may be a workaround for the disappearing textures.

Both the group and component versions of the model when uploaded appear to be multiple objects that need to be linked to behave as a single object. If I can find the FBX converter program to experiment with, it may be a workaround for the multiple unlinked mesh objects.

I've tried each of the mesh project viewer releases including the June 25 release. The viewer looks like it's more stable, but crashes at times in both the mesh and mesh wizard window. Although I can't tell if it's a viewer or server issue, I suspect the viewer either crashing or hanging up is a server issue.
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Old 06-28-2011, 10:21 AM   #25 (permalink)
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This morning I uploaded 2 versions of a test model. The model was painted with 30 textures and I made 2 versions of it.
The SL limit on textures per model is 8. So if you used 30 it would be broken up into at least 4 parts.
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