the rotating prim i saw to in sl, i fixt that by joining all parts in blender before save it as dae file. About the 8 texture count, just some idea maby the count from 0-8 = 9 prett common in programming, Maby someone can confirm that ?! If you have missing pieces your source object is not draw good. Also that same problem i saw yesterday. remade that part and the problem where gone.

On 2012-03-08 07:58, Dr Ramesh Ramloll wrote:
Just reporting latest experience, importing in Second Life was
flawless, who building rezzed fine, with textures in place. Tried
uploading collada building in the latest version of opensim, same
issues cropped up (one random 'prim' rotated 90 deg) ... and sometimes
missing pieces ... however with the latest version, experienced a new
behavior, when pieces were missed I did not get the yellow exclamation
marks that would pop up to indicate a problem at relevant location.
Anyway will try again tomorrow to check. Sometimes I find that after
shutting down and importing, things have a better chance of working.

On Wed, Mar 7, 2012 at 11:52 PM, Trinity<[email protected]>  wrote:
Collada supports multiple objects and these objects are imported as separate
linked mesh prims. I have imported many multi object meshes that were in far
excess of 8 prims on Secondlife. These are not prim equivalence numbers or
land impact numbers. The 8 number you saw is probably regarding textured
surfaces and to my knowledge was actually intended to be 9 to match up with
standard prim surface limits but for some reason the published number was 8
im not sure wether this is an error or my info on surface limits is wrong.


On Wed, Mar 7, 2012 at 8:28 PM, Nicky Perian<[email protected]>  wrote:
Hi, I read a few days ago and was somewhat surprised to learn that
secondlife has an 8 object (including textures) limit for collada uploads.
I don't know what the limit value is in opensim but, It would be possible to
be on the edge of the eight items and get different results maybe from
object combining. I haven't confirmed this, it was just a note in a jira and
could be dated by now or not accurate.

________________________________
From: Dr Ramesh Ramloll<[email protected]>
To: opensim-users<[email protected]>
Sent: Wednesday, March 7, 2012 12:23 PM
Subject: [Opensim-users] Collada importing snags

Hello,
I have noticed a particular that I come across fairly regularly when
importing say something fairly but not overly complicated like a house
with textures. Firstly, it will often be the case that the orientation
of the whole object is different from that my 3D editor (but that's
ok, no biggie). However, there is always one 'prim'/part mesh object
that will be rotated 90 deg out from all the rest (again no biggie, I
can correct that fairly simply). Now I find that on some imports, the
house object is cannot be unlinked (broken into subparts) .... and the
very same collada file produces an object that can on a different
occasion. Let me know what could be going on here. My work flow is
this: I try to make things look perfect on sim_on_a_stick before
uploading to Second Life other grids.
R

--
'Consider how the lilies grow. They do not labor or spin.'
Rameshsharma Ramloll PhD, CEO CTO DeepSemaphore LLC, Affiliate
Research Associate Professor, Idaho State University, Pocatello, ID
83209 Tel: 208-240-0040
Blog, LinkedIn, DeepSemaphore LLC, Google+ profile
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