uploading MESH

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Alexina Proctor
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uploading MESH

Post by Alexina Proctor » Tue Oct 08, 2019 5:23 pm

Hi Friends,
I am having trouble uploading a MESH model someone gifted us for use on Kitely. It is the theater that matches the Sendalonde Community Library.

I tried both Firestorm and Cool VL viewers. I am unable to use Singularity as it does not have a 64-bit version for Mac OS. I have waited up to 20 minutes after pushing the Calculate Weights and Fees to get the Upload button. It never happens and I have to do a Force Quit to get out of the viewer.

The theater is one piece - rush download to save it as Colada from InWorldz by the creator Strand Starsider.

It is 11.2MB and 67,000+ triangles.

What do I need to do to get this uploaded?
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theater-uploadMESH-screenshot2_001.jpg
theater-uploadMESH-screenshot2_001.jpg (195.41 KiB) Viewed 1905 times
--Alexina Proctor
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Worlds: Wellspring, Syrina and Calchester
Store: Featherburr on Featherburr and Friends world
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Re: uploading MESH

Post by Graham Mills » Tue Oct 08, 2019 7:38 pm

Not a mesh expert but I normally think of 21.5K tris as the upper limit.
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Re: uploading MESH

Post by Ilan Tochner » Tue Oct 08, 2019 8:47 pm

Hi Alexina,

I suggest you reduce your mesh's triangle count and create an even more optimized version of it for the collision (physics) mesh.
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Re: uploading MESH

Post by Graham Mills » Tue Oct 08, 2019 9:12 pm

If that's no good, another option may be to slice the mesh into smaller sub-meshes, import them separately and then reconstitute a linkset.
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Re: uploading MESH

Post by Shandon Loring » Tue Oct 08, 2019 10:20 pm

Can these suggestions be done in Blender fairly easily?
Alexina doesn't need a new copy of the original, correct? Cuz it ain't dere no mo..
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Re: uploading MESH

Post by Alexina Proctor » Tue Oct 08, 2019 10:31 pm

Blender is not something I have had time to learn, but maybe I can figure out how to remove parts from the theater build and then save it as a new Collada file. I hired Mike Lorrey to do the 10li columns in MESH to get them down to 1li. He did some more too. So, I can delete the columns on the theater and hope that is enough. If more, I am probably not up to it myself.
--Alex
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Re: uploading MESH

Post by Zed deTremont » Wed Oct 09, 2019 2:12 am

Hi Alexina,
I'm sorry to say but you indeed can't upload a mesh building just like that. You will have a extremely heavy build where your physics are absolutely incorrect working, which will be hard to texture depending how the UV maps are made, and where I have the impression no texture faces exist. Apart from that you are above the max tris which if I remember well is at 65K. I'm afraid you will have to divide it in some 3D application and bring element by element in, optimizing each piece, checking UV's, to be good making LODs and physics. I'm sorry to say so but that are the things required to get a mesh building correct in any grid. If not I'm afraid you will get something that or doesn't work correct and/or will cause lag to yourself and other people. Sorry for the bad news, but it's the way it is.
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Re: uploading MESH

Post by Zed deTremont » Wed Oct 09, 2019 2:15 am

yeps, forgot a major issue, if for example the columns are the same allover the building (eventually other elements too) it is good to reuse those inworld. The engine will look at the "parent UUID", it will save you a lot in data that has to be send over to the client. Consider it as some instancing <not completely correct for grids> as used in engines as Unity.
Good luck :)
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Re: uploading MESH

Post by Graham Mills » Wed Oct 09, 2019 7:50 am

Something on mesh limits which may (or may not) be relevant -- the ~21.5 K tri limit seems to have been a bug in the importer http://wiki.secondlife.com/wiki/Limits#Mesh
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