CCT-3: Upload to SL

 

In OpenSim (or any compatible online world) open your Inventory.
Then click on the plus sign, then upload, model.
A file selection browser opens.
Locate your coffee cup collada file, and select it.
Now the mesh importer opens,
and you see your coffee cup in the Preview area .

When you press the left mouse key and move the mouse
then you can zoom and rotate around the object.When you also press the control key,
then moving the mouse around will change the view point of your camera.

In the top left corner of the panel you find a text input field,
there you can see your model name.
At this moment the Model is named Cylinder.
You might want to change the name to coffee cup now.

And When you find your model looks as expected, and got
the correct name, then press the “Calculate weights & fee” button.

After a few secs you get informed about:
The upload fee,
the Land Impact,
the download costs,
the physics costs,
and the server costs.

We will talk about these numbers later in more detail.
Now press the Upload button.

And when the upload is accomplished,
look into your repository.
There you find your coffee cup.
Raise it on ground.
ok, this coffee cup is somewhat big.
But lets keep that in mind for later.
Lets first check how we can texturize it.

let us give it some color first. that works.
now lets add some shinyness. good.
And now lets see what happens when we give
it a texture. I choose a test pattern here.
this looks weird. It appears as if this simple mesh
is very hard to texturize. Let us try to get better
results by using the planar mapping.

No, this is not promising and we are stuck by now.
so, are we missing something here ?
Have we done anything wrong in our model ?

Yes, we have forgotten to tell how we want
our textures to be mapped to our model surface.
And the render engine of our online world can not guess that.

So we have to provide this mapping,
And in the next chapter, i will show you
how this is done.

But let us first rush back to our Blender laboratory.
and before i go deeper into texturing let me first fix
two issues.

First lets take care of the Object name.
You should get used to always give reasonable names to your objects,
Otherwise you will quickly get lost in a chaos.

You find the Item name in the properties sidebar.
Let us change the name to coffeemug.

We have further seen that the cup is by far too big
when it is raised in our online world.
We can control the object size in Blender.
Right now you see that the mug’s size is 2 Blender units on each axis.
By default one Blender unit corresponds to one meter,
hence right now this cup is a giant.

Here is a little trick how you can tell Blender to display sizes in metric units
instead of blender units. Go to the Scene properties section,
and there switch the units from none to metric.

Now you see all sizes in meters, centimeters millimeters and so on.

Let us resize the cup to reasonable values by pressing
“s” and scale it down appropriately, and finally zoom in.

We are now done with our model. In the next chapter of this tutorial
series i will explain in more detail how 3D models are texturized
in general, and i will use the coffeemug as my demo model.

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