I think this was very helpful Eleanora. It was a good refresher for me since I have not made anything in a long time. I am working on a house right now so this will help a lot, thank you!
Elanora, thank you for a great video. Would it be possible for you to create a second video that explains in great detail how to export the model and the physics into SL? Specifically, it would be great to be shown a technique and information about how to create a copy of all the model so that we can create a Blender file for the physics.
I have a question.....ok so this is the problem i am facing. I uploaded a mesh build into sl, I can walk through every door but one...what can i do to fix this?
I'm still having problems with the physics part of this. Maybe because I'm trying to use it on a vehicle? What it appears to be doing is loading the physics into the wrong place of the build instead of where I need it to go. Example: I made a tank and set the physics (prims) to in front of the turret as well as on the sides. When I uploaded it using the physics file it placed the front prim onto the gun barrel and the sides did not show up at all. What am I doing wrong? Thanks. (Blender 2.72 - > SL - Firestorm Viewer).
I'm so frustratingly close to finally being able to create my own buildings and then I just had to fall at this last hurdle, I could cry. I'm having the problem of invisible walls on the insides of my builds after I upload them into SL, i'm guessing it's because I haven't done this physics mesh thing, is that right? I just find it so confusing D':
Kayla Hallison Physics isn't what will do invisible walls. That would be your mesh having flipped or inverted normals. The best suggestion I can give is to make sure that you have "Backface culling" on in your Property Shelf (right side of the 3D View - toggles on/off with N) in the Shading panel (scroll to find all the panels). Also check in object mode that your model shows 1.0 for scale in XYZ under the same Property Shelf under Transforms>Scale. If the numbers are not 1.0, you must apply scale to reset by pressing Ctrl A and selecting "Apply Scale". In particular, if the transforms have negative values, once you apply scale, you will be able to see the inverted normals on the faces of your mesh, if you were not able to see it before. Then you can recalculate the normals (or flip them if they are stubborn).
How do you set this up in blender (physical walls and such) so that when you import it into sl it works? If I make a copy of the build and place it into another layer, SL would upload all layers as 1 mesh thus doubling my LI and costs. If I use a physical build for walls and ramps and turn the rest phantom, would that work?
antuan734 When you export each dae from your Blender file, you make sure that you have checkmarked to export only what is selected (in the options under the Collada dae export options in the file browser when you export). The uploader in SL shows four places to put dae files in the first tab. Your main upload is the high LOD which is what you use to start the upload process. Then, if you have made meshes for your lower LODs, they go into each LOD level with the pulldown where you choose to load another dae. The same thing for Physics in the physics tab.
antuan734 Also, it is important that you use flat planes to create your collision surfaces...round surfaces can be really simplified, and if not a walkable surface, even a box will do for a cylinder since this is for physics. The more simple your physics, the lower the LI.
Eleanora Newell Could you do a video explanation of this? Also, if you could I tend to have very high LI on my builds and trying to find ways to lower them (tri's to quads, remove doubles, etc) don't do a lot. I have even started projects over from scratch only to find that my LI is still over 100+. So if you could do videos on each of these topics it would be a great help. Thx.
Nice video, thx a lot. Although I had the need to review it few times because I am so nooby, finally I got all your explanation, but the video would be even better if you explain the options and tags and posibilities or recomendations in the upload window for SL. There I always get confuse and is the day that I can't upload a decent building even I worked with sketchup and refined with Blender.
Thank you for making this video, I am new to blender and I want to be able to learn how to build this way. However I am running into a similar problem that when I walk into a house that I have built, from the outside I see the walls, windows etc but when I walk into the building the walls disappear as well as the floors as I am trying to build 2 (or more) story building.
You have to build the inner walls as well. You can do this by "duplicating" the wall(s) and moving them into position, or by extruding the interior walls. Be sure to check your "normals" facing to be sure they are facing the correct ways.
Hey. Big question from me. My question/issue pertains to scaling. This video helped me understand why I couldnt walk in my house in sl... thats something I will have to go back in and edit, but when I uploaded my house in sl it was MASSIVE I mean like huge. How would u model to scale in a 3d program for SL? Im kinda a perfectionist and just want it to come out right... (Besides when I uploaded my house mesh, it aparently was on top of everyone else's building work in the sl sandbox... ppl were not happy about that. Lol) please read this and help :)
Nice tutorial , infact one of very rare found ;), I have an issue which i think you can help, I am learner of course, my problem is when i import my building in SL i can not walk into it, its some sort of barrier preventing me entering into it. the door is huge , do you think its because of the mirror modifier applied ? or what is the possible cause. thanks
Did you read the note at 14:41? You might have stopped the video before reaching it. It says: "Once uploaded, remember to set the model to "Prim" in the features tab of the SL edit menu."
MY MESH bulding wont allow me to add walkable paths or anything i cant seem to get anything like you have in your video going i have blender to i even went to the physhic tabs and so on and try to do all this and i cant seem to get it to do it.. all i get in secondlife is a phantom mesh
SmexyfulPandaBear Make sure that you are using a 32 bit viewer as LL has not implemented Havocs physics in the 64 build yet. Secondly, make sure that you read the response I have left for Antuan about how to make and upload the additional dae files. Third, do not forget to set the build to prim in the features tab once it is rezzed in SL.
Eleanora Newell, could you explain where that ("Third, do not forget to set the build to prim in the features tab once it is rezzed in SL.") switch is? Great video. Thank you.
ToolsRMe Shan Once you rez the build, which you uploaded with your physics mesh, you go into edit on it, and there are tabs in the edit window in SL. One of them is features. Usually, by default, the menu you're looking for says "Convex Hull', press this dropdown menu and change it to Prim.
ToolsRMe Shan One of the comments you left, regarding how to find the bounding box, wouldn't let me leave a response. 1) did you figure it out? 2) what are you using, Mesh Studio or Blender?
This is really great--but there is one thing I'm not understanding--In Mesh Studio, What is it exactly that gets uploaded into the physics tab? The bounding box, or the faces that make up the impassible/walkable mesh?
Both. The physics mesh must have the exact same bounding box as the high LOD mesh. In a lot of cases when you do the collision surfaces you need, they will touch the boundaries of the bounding box on height, width and length, but not always, so you need to somehow touch the boundary it isn't touching by either extending a collision surface or putting a small bit of prim so it touched the boundary. If the bounding box of the physics mesh does not match the high LOD bounding box, it will stretch the physics to match it and can, in turn, throw off the physics.
Yeah, in the time since I wrote that I figured it out. In fact, it was your beginner's workflow tutorial that finally connected the dots to the physics tab.
found an easier way of doing this and not having to create a Physics layer at all. When building, duplicate and "separate" the walls, pillars, floors...everything thus you can walk into the building but not thru walls and such. I have watched this video countless times and tho it appears easy enough it just doesn't seem to work in SL for me. But doing it the way I explained and do it works within SL.
Well, to be honest, I am a bit confused. You start of by saying "It is important to do this for roleplays to do this so people can shoot through windows", yet you made that statement about not having to 'frame' the whole door. So from my point of view these statements don't mix.
The actual collision surfaces on a window or a door are actually around it; only the hole is uncovered to be able to pass through it. If the window does not need access, in that the customer will not need to be able to walk through it or put something through it, like a gun, then you could pretend it's not there and it just becomes part of the wall collision surface. A lot of roleplaying would need someone to be able to jump through or shoot through the window as an example. Does that explain?
+Eleanora Newell Well, what I ment to ask was, why arnt you 'outlining' the top of the door frame? In a firfight scenario it could be important, that that part blocks a granade for example.
Well, with trying to explain the basics, which is to tell someone, it's the collision surfaces that matter that are important. It's not until someone gives me different scenarios than I had imagined, as you just did, that I can address them. if you have a door in a wall the possible collision surfaces are normally the wall to the left and right of the opening. You normally don't have people trying to walk through higher than the door. However, especially if the wall is uploaded separately, you include the part of the wall above the door. Normally, walls are not thick enough to worry about someone walking into the thickness of the wall, so you can do just the front or interior wall and not need to do both. However, some things, like castles, can have very thick walls and then you may want to do both sides of the wall. You may even want to do the surface surrounding the door jamb at this point, though again, maybe only the sides. In other words, only you can determine what are the collision surfaces you need and no tutorial is going to be able to cover all the bases. You can always ask as you're doing here and at that time, I can try to explain.
i'll be honest these tutorials are great and all but i would rather see someone do this with some that is not as blocky and square and still have a decent LI
we talked about colors for 10 mins then she put a box over it saying now the colors poking out of the box is not the floor and the floor isnt touching it... omg ... then she talked about stairs for another 5 mins...
I'm sorry, whilst I am grateful for you trying and though what I am about to say is horrible, I don't mean offense. I am 5 minutes in to you pointing out the obvious right in front of my eyes, and reading colours to me, and so on, and I have just lost the will to live. This video is just too slow for me. Would you please be kind enough to share your notes so I can go through them at my own pace? Thanks in advance.
Write a script next time maybe , not yammer , with out actually sharing much information in a structured and concise format . You are almost 1/2 done and not once shared the steps with the program your using . Just stupid colours . Quite trying to follow with out several glasses of wine or a joint . The entire time I've written this , all you've babbled about is how you've coloured surfaces . This might have usable information, try re editing this down perhaps to 4-5 minute usable information.
I couldn't understand it much either. But that was VERY rude of you to speak in such a manner. She has at least made an attempt to make this video, though not as good as what we expected. But you are worse off. You are not motivating people to improve but demotivating. Why don't you learn something and make a video which 100% of people will appreciate. I bet your relationship with people is terrible.
TKS Very much! Save my day! I lost so much time trying to make physics work. Your video helped me with the bounding box.
I think this was very helpful Eleanora. It was a good refresher for me since I have not made anything in a long time. I am working on a house right now so this will help a lot, thank you!
Elanora, thank you for a great video.
Would it be possible for you to create a second video that explains in great detail how to export the model and the physics into SL? Specifically, it would be great to be shown a technique and information about how to create a copy of all the model so that we can create a Blender file for the physics.
Thank you, that gave me a lot of understanding how meshes work in general.
You are very welcome. :) Thanks for commenting.
Fantastic tutorial, thank you. Managed to follow along in 2.8
I have a question.....ok so this is the problem i am facing. I uploaded a mesh build into sl, I can walk through every door but one...what can i do to fix this?
I'm still having problems with the physics part of this. Maybe because I'm trying to use it on a vehicle? What it appears to be doing is loading the physics into the wrong place of the build instead of where I need it to go. Example: I made a tank and set the physics (prims) to in front of the turret as well as on the sides. When I uploaded it using the physics file it placed the front prim onto the gun barrel and the sides did not show up at all. What am I doing wrong? Thanks. (Blender 2.72 - > SL - Firestorm Viewer).
I'm so frustratingly close to finally being able to create my own buildings and then I just had to fall at this last hurdle, I could cry. I'm having the problem of invisible walls on the insides of my builds after I upload them into SL, i'm guessing it's because I haven't done this physics mesh thing, is that right? I just find it so confusing D':
Kayla Hallison Physics isn't what will do invisible walls. That would be your mesh having flipped or inverted normals. The best suggestion I can give is to make sure that you have "Backface culling" on in your Property Shelf (right side of the 3D View - toggles on/off with N) in the Shading panel (scroll to find all the panels). Also check in object mode that your model shows 1.0 for scale in XYZ under the same Property Shelf under Transforms>Scale. If the numbers are not 1.0, you must apply scale to reset by pressing Ctrl A and selecting "Apply Scale". In particular, if the transforms have negative values, once you apply scale, you will be able to see the inverted normals on the faces of your mesh, if you were not able to see it before. Then you can recalculate the normals (or flip them if they are stubborn).
I didn't understand how you created the planes that ended up in the physics part of the export.
Ele is amazing. No chikkens for Fox. sending them all to Ele
Is there an easy way to get the bounding box of all the objects?
How do you set this up in blender (physical walls and such) so that when you import it into sl it works? If I make a copy of the build and place it into another layer, SL would upload all layers as 1 mesh thus doubling my LI and costs. If I use a physical build for walls and ramps and turn the rest phantom, would that work?
antuan734 When you export each dae from your Blender file, you make sure that you have checkmarked to export only what is selected (in the options under the Collada dae export options in the file browser when you export). The uploader in SL shows four places to put dae files in the first tab. Your main upload is the high LOD which is what you use to start the upload process. Then, if you have made meshes for your lower LODs, they go into each LOD level with the pulldown where you choose to load another dae. The same thing for Physics in the physics tab.
antuan734 Also, it is important that you use flat planes to create your collision surfaces...round surfaces can be really simplified, and if not a walkable surface, even a box will do for a cylinder since this is for physics. The more simple your physics, the lower the LI.
Eleanora Newell
Could you do a video explanation of this? Also, if you could I tend to have very high LI on my builds and trying to find ways to lower them (tri's to quads, remove doubles, etc) don't do a lot. I have even started projects over from scratch only to find that my LI is still over 100+. So if you could do videos on each of these topics it would be a great help. Thx.
Nice video, thx a lot. Although I had the need to review it few times because I am so nooby, finally I got all your explanation, but the video would be even better if you explain the options and tags and posibilities or recomendations in the upload window for SL. There I always get confuse and is the day that I can't upload a decent building even I worked with sketchup and refined with Blender.
Thank you for making this video, I am new to blender and I want to be able to learn how to build this way. However I am running into a similar problem that when I walk into a house that I have built, from the outside I see the walls, windows etc but when I walk into the building the walls disappear as well as the floors as I am trying to build 2 (or more) story building.
You have to build the inner walls as well. You can do this by "duplicating" the wall(s) and moving them into position, or by extruding the interior walls. Be sure to check your "normals" facing to be sure they are facing the correct ways.
TygersPanther9881 See my response to Kayla Hallison in case this is your problem as well and you did build the inner walls.
Awesome! Thanks for doing this!
YW and thanks for leaving a comment. :)
Hey. Big question from me. My question/issue pertains to scaling. This video helped me understand why I couldnt walk in my house in sl... thats something I will have to go back in and edit, but when I uploaded my house in sl it was MASSIVE I mean like huge. How would u model to scale in a 3d program for SL? Im kinda a perfectionist and just want it to come out right...
(Besides when I uploaded my house mesh, it aparently was on top of everyone else's building work in the sl sandbox... ppl were not happy about that. Lol) please read this and help :)
+Nicole Hatten One blender unit is one meter.
Nice tutorial , infact one of very rare found ;), I have an issue which i think you can help, I am learner of course, my problem is when i import my building in SL i can not walk into it, its some sort of barrier preventing me entering into it. the door is huge , do you think its because of the mirror modifier applied ? or what is the possible cause. thanks
Did you read the note at 14:41? You might have stopped the video before reaching it. It says: "Once uploaded, remember to set the model to "Prim" in the features tab of the SL edit menu."
MY MESH bulding wont allow me to add walkable paths or anything i cant seem to get anything like you have in your video going i have blender to i even went to the physhic tabs and so on and try to do all this and i cant seem to get it to do it.. all i get in secondlife is a phantom mesh
SmexyfulPandaBear Make sure that you are using a 32 bit viewer as LL has not implemented Havocs physics in the 64 build yet. Secondly, make sure that you read the response I have left for Antuan about how to make and upload the additional dae files. Third, do not forget to set the build to prim in the features tab once it is rezzed in SL.
Eleanora Newell, could you explain where that ("Third, do not forget to set the build to prim in the features tab once it is rezzed in SL.") switch is?
Great video. Thank you.
ToolsRMe Shan Once you rez the build, which you uploaded with your physics mesh, you go into edit on it, and there are tabs in the edit window in SL. One of them is features. Usually, by default, the menu you're looking for says "Convex Hull', press this dropdown menu and change it to Prim.
ToolsRMe Shan One of the comments you left, regarding how to find the bounding box, wouldn't let me leave a response. 1) did you figure it out? 2) what are you using, Mesh Studio or Blender?
how to export hair from photoshope into secondlife?
This is really great--but there is one thing I'm not understanding--In Mesh Studio, What is it exactly that gets uploaded into the physics tab? The bounding box, or the faces that make up the impassible/walkable mesh?
Both. The physics mesh must have the exact same bounding box as the high LOD mesh. In a lot of cases when you do the collision surfaces you need, they will touch the boundaries of the bounding box on height, width and length, but not always, so you need to somehow touch the boundary it isn't touching by either extending a collision surface or putting a small bit of prim so it touched the boundary.
If the bounding box of the physics mesh does not match the high LOD bounding box, it will stretch the physics to match it and can, in turn, throw off the physics.
Yeah, in the time since I wrote that I figured it out. In fact, it was your beginner's workflow tutorial that finally connected the dots to the physics tab.
Everything I needed to know...thank you so much!
Thanks Ele-chan! You're always so helpful. Shelby you can suck it! o_o Physics are simple, she went the extra extent to make it understandable lol
I liked it , thank you
found an easier way of doing this and not having to create a Physics layer at all. When building, duplicate and "separate" the walls, pillars, floors...everything thus you can walk into the building but not thru walls and such. I have watched this video countless times and tho it appears easy enough it just doesn't seem to work in SL for me. But doing it the way I explained and do it works within SL.
antuan734I'm not sure what exactly you're doing since you're saying you're duplicating but creating a physics mesh.
Well, to be honest, I am a bit confused.
You start of by saying "It is important to do this for roleplays to do this so people can shoot through windows", yet you made that statement about not having to 'frame' the whole door.
So from my point of view these statements don't mix.
The actual collision surfaces on a window or a door are actually around it; only the hole is uncovered to be able to pass through it. If the window does not need access, in that the customer will not need to be able to walk through it or put something through it, like a gun, then you could pretend it's not there and it just becomes part of the wall collision surface. A lot of roleplaying would need someone to be able to jump through or shoot through the window as an example. Does that explain?
+Eleanora Newell Well, what I ment to ask was, why arnt you 'outlining' the top of the door frame? In a firfight scenario it could be important, that that part blocks a granade for example.
Well, with trying to explain the basics, which is to tell someone, it's the collision surfaces that matter that are important. It's not until someone gives me different scenarios than I had imagined, as you just did, that I can address them. if you have a door in a wall the possible collision surfaces are normally the wall to the left and right of the opening. You normally don't have people trying to walk through higher than the door. However, especially if the wall is uploaded separately, you include the part of the wall above the door. Normally, walls are not thick enough to worry about someone walking into the thickness of the wall, so you can do just the front or interior wall and not need to do both. However, some things, like castles, can have very thick walls and then you may want to do both sides of the wall. You may even want to do the surface surrounding the door jamb at this point, though again, maybe only the sides. In other words, only you can determine what are the collision surfaces you need and no tutorial is going to be able to cover all the bases. You can always ask as you're doing here and at that time, I can try to explain.
i'll be honest these tutorials are great and all but i would rather see someone do this with some that is not as blocky and square and still have a decent LI
none of this works. SL uploads boxes and no physics on mesh. nonsense!!
Very confusing. Still dont know what Im supposed to do.
Try this. meshstudiovirtual.blogspot.com/2014/01/feel-like-you-need-phd-in-physics-to.html?view=sidebar
we talked about colors for 10 mins then she put a box over it saying now the colors poking out of the box is not the floor and the floor isnt touching it... omg ... then she talked about stairs for another 5 mins...
I'm sorry, whilst I am grateful for you trying and though what I am about to say is horrible, I don't mean offense. I am 5 minutes in to you pointing out the obvious right in front of my eyes, and reading colours to me, and so on, and I have just lost the will to live. This video is just too slow for me. Would you please be kind enough to share your notes so I can go through them at my own pace? Thanks in advance.
Most of the videos related to sl are made by borderline retards. It doesn't surprise me, I just deal with it.
why don't you make a better video?
dont know why i just cant watch this video...
Write a script next time maybe , not yammer , with out actually sharing much information in a structured and concise format . You are almost 1/2 done and not once shared the steps with the program your using . Just stupid colours . Quite trying to follow with out several glasses of wine or a joint . The entire time I've written this , all you've babbled about is how you've coloured surfaces . This might have usable information, try re editing this down perhaps to 4-5 minute usable information.
I couldn't understand it much either. But that was VERY rude of you to speak in such a manner. She has at least made an attempt to make this video, though not as good as what we expected. But you are worse off. You are not motivating people to improve but demotivating. Why don't you learn something and make a video which 100% of people will appreciate. I bet your relationship with people is terrible.
If ONLY you got to the point. Talk about talk, talk, talk. Bored to tears.
to long... your explaining like a teacher and before the video ended i had no idea what even happened..