| Content Creation Discuss building, scripting, and other forms of content creation for SL. |
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My Mood: SL Join Date: Jun 27, 2006 Client: 7 of them (I like testing) | 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) Last edited by DanielRavenNest; 08-17-2011 at 04:41 PM. |
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| Dorkus Maximus ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() *SLU Supporter* ![]() ![]() ![]()
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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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| 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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My Mood: SL Join Date: Jun 27, 2006 Client: 7 of them (I like testing) | Quote:
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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| Gone ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() *SLU Supporter* ![]() ![]() ![]() ![]() ![]() Join Date: Aug 2007
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Client: 2.0 Blog Entries: 16 | 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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My Mood: SL Join Date: Jun 27, 2006 Client: 7 of them (I like testing) | Quote:
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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| Gone ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() *SLU Supporter* ![]() ![]() ![]() ![]() ![]() Join Date: Aug 2007
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Client: 2.0 Blog Entries: 16 | Quote:
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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My Mood: SL Join Date: Jun 27, 2006 Client: 7 of them (I like testing) | 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 Last edited by DanielRavenNest; 08-17-2011 at 04:43 PM. |
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My Mood: SL Join Date: Jun 27, 2006 Client: 7 of them (I like testing) | Quote:
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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My Mood: | 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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My Mood: SL Join Date: Jun 27, 2006 Client: 7 of them (I like testing) | 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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| Member ![]() Join Date: Jun 2011
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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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My Mood: SL Join Date: Jun 27, 2006 Client: 7 of them (I like testing) | 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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Edit: Here's the ticket: https://jira.secondlife.com/browse/CTS-627 Last edited by Masami Kuramoto; 06-17-2011 at 05:12 AM. | |
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My Mood: | 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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| 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. Quote:
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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My Mood: SL Join Date: Jun 27, 2006 Client: 7 of them (I like testing) | Quote:
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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| | #24 (permalink) | |
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| Quote:
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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