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quick note!
there's the Beta Grid↗ that let's you upload mesh at no cost, for testing purposes.
or if you are on Firestorm, there is a 'Local Mesh' menu for previewing meshes locally on the regular SL grid.
Top Menu Bar
Build → Local Mesh...
your mileage may vary; Local Mesh has it's own quirks.
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optional read that covers basically everything not covered here.
Uploading a mesh model↗
in Second Life,
Top Menu Bar
Build → Upload → Mesh Model...
Level of Detail Tab
mesh models use four models to progressively lower the Level of Detail based on the viewers distance from the mesh. the radii in which these LODs are displayed scale with the object's scale.
creating LODs properly is beyond the scope of this guide.
we will be generating them via SL's uploader here. but~ SL's generated LODs can be ugly!
( another thing you can try is to repeat part 4 of this guide but increase the Planar Angle Limit for the Medium/Low LODs. )
High → Load from File | Your Object |
Medium → Generate - Auto, Reliable, Sloppy
Low → Generate - Auto, Reliable, Sloppy
Lowest → Generate - Auto, Reliable, Sloppy
play with the generator types and triangle counts. the Low/Lowest LODs can contribute a lot to download weight.
bottom right corner of the LOD tab you can change which LOD you are currently previewing.
Physics Tab
Pick a physics model → | Cube | or | Bounding Box |
cube / bounding box are the lowest physics cost options here. certain objects you may want to look into having a more precise shape.
other tabs in the mesh upload menu are worth looking at if you're interested. not entirely relevant for this guide though.
back to the Level of Detail Tab
Calculate Weights & Fees.
you will now see the overall land impact cost of your object, and the cost for uploading.
Land Impact is determined by the greatest value out of Download, Physics, and Server.
▸Download | depends on a variety of things. object scale, mesh density, amount of materials, complexity of LODs, etc.
▸Physics | increases with more complex Physics Shapes
▸Server | locked to 0.5 for un-scripted objects.
if your server cost is higher you may be uploading multiple mesh objects as a link set - this will happen if your object had more than 8 materials, or exceeded some other limit.
if satisfied with the resulting mesh and LI, click Upload.
Congratulations! You have converted prims into mesh, yipee!
textures can be pasted from the original prims onto the mesh version, but the texture mappings ( scale, offset, and rotation ) will have to be returned to default values.
mesh objects can be scaled more freely than prim linksets. test it out!
any problems, please let me know.↗
( you can also just send me a notecard in-game )
also, please don't use this guide when making meshes from scratch!
these steps were just what I came up with for converting primitives in a beginner friendly way.