Now you can select faces by clicking on them in the window or by drawing a selection box around them. Click on the 4th of the five symbols just under this which is Polygon model. A bit further down should be a section call Selection. There should be five tabs, you need to select the Modify panel which is the 2nd one looking from left to right. Then look at the right hand set of control panels. įor face selection, select the object by clicking on it in any window. To reverse the process, select a group of faces while in subobject mode (or select an entire element) and find the detach button. This will combine both into the same vertex array in Collada. ģD Studio Max combining several parts of a mesh to be a single mesh… Select one of the pieces, and look for the ‘attach’ button under the modifier panel. Select the flipped sub mesh, then find the “flip button” in the modifier panel. On the modifier panel, choose the red cube to select sub meshes. Right click and choose “Convert To: Editable polygon”.
To fix reversed normals: Select the object. The actual process is different in every version of Max. If it’s a part of the object you need to go into face selection, choose the appropriate faces and then do the right click, flip normals.
If it’s the whole item then just right click on it and choose flip normals. The basic way to fix flipped normals in Max is to select the bit that is wrong.
Note Google Sketchup version 7 (old version) must be used at present. There is not a maximum # of triangles a model can have, however the number of vertices is limited to 65,536. The maximum asset size to import is 8 MB so this would be tested by testing the Maximum Import Model size above. However anything greater than 15,000 meshes would not be able to be rezzed inworld. There is no maximum number of meshes per import. The size of attached mesh assets is effectively unlimited, but there’s no guarantee that all of your attachments will be downloaded by other viewers. An entire region can support up to 128MB of distinct mesh assets after compression, not including attachments. The maximum mesh asset size after compression is 8MB, roughly equivalent to a 256MB raw COLLADA file. Some guidance on limits built into the viewer and/or region sim is also available at: This was a problem also noted when importing the same models to Unit圓D. This led to some parts looking transparent, even though they were present. Many of the problems for the original mesh upload related to reversed normals on the. Here is the uploaded mesh in OpenSim 0.7.1 r/14257 on the live OSGrid “Sandbox Plaza II” region on 2:Ĭomments on Mesh in Second Life and OpenSim Here is the imported mesh in Second Life on a Beta Test Grid (Aditi) “Mesh Sandbox 11” Region on 2: The model as seen in the Second Life Viewer Mesh Beta is rendered in a reasonable fashion and is shown here after “Generate LOD” has been used: So some elements of the model are missing in the uploaded mesh. There were quite a few failures in upload in both Second Life and OpenSim. The mesh was imported using the upload facility in the Beta Test Mesh Viewer. See Įxported to 3DS format, and then through Blender and exported to Collada 1.4. Original Supercar 3D Model from Cinema 4D: created in 1998 by Mick Imrie and Austin Tate. Tested successfully on both grids with very simple meshes and plain coloured texturing from tutorials at:
Tests on 2 of Mesh import to Second Life Beta Grid and live 0.7.1 OSGrid using current SL Viewer Beta 2.2 for Mesh Support.