Thanks this was the best video I have seen in a ling time. I can actual make a house then turn it into a mesh with no big problems you are a life saver.
I think I still have a lot to learn about this and do lots of testing...My house project is pretty complex and I do not seem to get the right physics on it, yet. Like I see others had issues with it, too (roof or stairs getting whole cubes physics shape, etc.) I will just do as i used to do before (make a small "sketch" of the house from invisible prims and turn my mesh phantom, then adding my "solid invisi" structure to it so I can walk around and not fall thorough stairs and walls), while I will keep testing with the physics along the way...It really makes me feel like I actually have to have also the walls as separated pieces around holes and make the stairs out of separate blocks, not from extruding my main block.....having the balustrades turn into separate parts, not having it as a single object across the whole house....I think this is the little trick, after all....I will do my best not to forget to come and say here if I manage to do that and let others know how I actually made it, when I have it all sorted. Anyway, this video has been a really good point to start from and I thank you for it!! The rest, we should be able to do, as well. Builders have to also use their brains a bit, too *winks* not just to wait having every single thing given on a silver plate. Makes all more exciting!
If you have a complex house it makes sense to divide the house up in pieces and upload separately. Remember too that you can only use 8 materials per object in SL without having the uploader divide up the mesh for you (and this might have been part of your issue -- don't know). So often I will make the roof separate, sometimes the base too. You CAN actually get the physics to match a two story with stairs and balustrade, but as you found out it isn't easy. Best for most folks to start with a small one story house with one room, get THAT to work and go from there. When you use your invisible walls (remember this is NOT a good mesh maker practice :D) PLEASE make sure that the invisible part is INSIDE the actual wall. I can't tell you how hard it is (well, I know how now but many people do not) to hang things on walls with those faux physics walls. It also increases the land impact which is something no one wants LOL. So I hope you get that worked out eventually. Porches and things with railing can easily be connected and extruded from your main house with no issues. Just go slowly and think carefully about all the steps you need to do. House physics is something that many long time builders STILL don't have working correctly. But honestly it isn't that difficult if you take your time. Be sure and try rezzing a box on each floor area to make sure you have it correct. And good luck with your learning adventure.
@@chicaeon Yes, I guess, I will end up uploading separately. The house is already setup with separate walls and such....Separate windows, etc. Textures setup, as needed...I been working with mesh long time now, but in the very rare occasions when I made houses, I make them for myself and used the "fake prims" to solidify walls, etc. Was hoping I can make it without that, now and I am looking for a way to do that....would be cool if I make it! Unfortunately the beta testing grid does not let me log on to it, due to some issue they seem to have with new loggers (never used that grid before), so I can not afford to much testing. So I will keep making small tests along the way, while the house is uploaded in SL already and we have somewhere to live in. *chuckles* I can try to upload the walls + windows all together, wherever no door is needed, as well. That should do a nice trick...And spare me of lots of head aches...
You need to put in a support ticket letting them know that you want to use Aditi for testing. This unless the new owners have changed things. That support ticket thing has been active for a few years now. But yes, do the ticket and see if that works for you. The inventory sync isn't working at the moment (and may never again -- who knows?) but that shouldn't be an issue for you :D. Hope that works.
@@chicaeon I discovered what I was doing wrong with the physics... The BIG trick is to have the bits joined into a single object, not to save the physics with the shapes as separate objects!! This worked as a charm! Thank you, Aeon!!
Hey, Chic. I just love these videos you've posted about getting mesh from Blender to SL/Openism. I have made quite a lot of progress in Blender, and have graduated from Sculpties to Mesh (almost), I've even made some interesting (to me)materials in cycles, but the workflow of getting a mesh inworld from Blender with all of its materials, textures, normal maps, correct LOD, etc., etc., working properly is still a great mystery to me. Much less so, now. Thank you so much for all your hard work.
Thanks so much. That WAS the whole point LOL. The good news is that when you start talking about "workflow" *wink*, that means you have learned a lot. I still learn things everyday!
I guess that's what's kept me in SL & virtual worlds all this time. When I first discovered I could pull a block of wood out of the ground and make something with it, I was hooked. There was so much to learn, and there still is.
I've been a digital artist, 3D model artist and sculptor, texture artist and animator, using said skills to work with games engines (including Halo CE engine, Source, Unreal 3, Unreal 4 and Unity), for 18 years. I also do a lot of mechanical engineering. REGARDLESS... Second Life always seems to struggle with linked mesh uploads and LODs for said mesh. So this doesn't work if you want your house to have different parts and custom LODs lol.
Actually it IS possible to do what you want. Part of that is covered in another tutorial here on uploading LINKSETS. But this is meant to be a BEGINNERS tutorial. You can certainly upload each PIECE of your mesh house using this method and then put the house together inworld. I do it all the time. There are rules in SL just like any platform and working around them as well as designing with them in mind is often needed. As long as you keep your materials under 8 (so eight "texture faces" when you get your build into SL there is no reason for a linkset --- that "I" can see anyway. And there are even ways around that --- but I won't be making more tutorials to explain it :D. Hopefully you will find a workflow that will work well for you eventually.
In OBJECT mode, choose "Object" from the lower bar of the 3D viewport -- then choose Transform then Origin to Geometry. I am guessing if you watch the video again that will be clear since you are the first one with the issue :D. Good luck. Also if you came in and didn't watch the previous videos you might be missing some needed knowledge. Also if you are in 2.8 things are likely in other places now.
@@chicaeon i managed to do it but i end up with my physics mesh hovering over the normal mesh even though its exactly where it should be in blender, i had already applied loc rot and scale and did the origin thingy, any ideas whats going wrong? imgur.com/a/L9ywltn
You can tell what? All I see is a lot of different colors when I touch the analyse button. I could swear a couple of years ago there was an explanation of what those colors mean, but I can't seem to find them any more. So is pink good? Is green good? Is blue bad? Is it just pretty colors to enjoy? No telling. Just a lot of important stuff gets skipped in tutorials sometimes.
The uploader has recently changed (mostly with more LOD options plus some additional help if you use the Firestorm viewer. I have never known what those pink, blue and yellow tints after the analyze button were so can't help you there. If you use Firestorm you can NOW upload your mesh for free sort of like a local texture -- only you can see. So that might be helpful. Check out the Firestorm viewer website for more info. I haven't used this feature and no longer creating for retail so not doing much these days. Good luck.
No but the steps would be the same as the simpler videos on texturing. Keep in mind that this is no longer the CURRENT version of Blender, so while the "philosophy" is the same, the interface will no longer match. Good luck.
That can happen very BRIEFLY when you first rez and object, but it persists then it means you did something wrong when uploading; I can't say what. Also be sure and NOT rez the house on top of yourself as that can cause troubles. AND using the beta grid will save lots of linden dollars while you practice. Good luck and keep on trying.
Thank you. But i have a problem. After i have uploaded into SL, and changed to Prim.... the LI reduced when I enlarged my model and increased when i reduced the size. I thought it would always increased when enlarged. Could someone explain to me?
This can happen rarely. I have never seen it personally. I believe from other's comments that it has to do in part with the mesh being too dense (too many vertices). Best to upload the same size as you want the building to be. You can adjust the size of the model before uploading either in Blender or in the uploader. Also, the new Firestorm viewer has additional information now in the uploader so that if you are using Planes (unanalyzed) physics you can get a better idea of the finished land impact. Also make sure that if you are using cube physics (analyzed) that the cubes are NOT touching in any way. Sure that was mentioned in the video but very important. The cleaner your mesh model is, the better it will upload -- of course. Good luck.
Basically same as with a regular door. If it has a curved top for example you would need some smaller cubes to make the shape OR you could simply forget about the top part of the door and make the sides. This works well in SL for those REALLY REALLY TALL avatars. You can make the door a reasonable size and the physics model NOT the same as the doorway, letting the tall folks walk through without issues . I do have to say that I have never USED a Boolean for a doorway LOL, but that's the theory. Good luck.
I seldom use plane physics but there are two things to look at maybe === First if you are TOO FAST changing to "prim" that option doesn't show up. SECOND Planes physic really doesn't "like" small or thin triangles so make sure you pieces are big enough. Also remember that you DON'T analyze plane physics. This all from memory - it has been years since I made something with plane physics. Other than those things go through the tutorial again and make sure you didn't miss any steps or reasoning. Good luck
Thanks for the video. I'm still having an issue with physics inside the house. I have an invisible wall running from the left door frame to the far left corner. My cube model has gaps and nothing is touching. 3rd upload of the model and still the issue. Wondering if I need to analyze differently? I am using high LOD for all levels as my LI is staying low. When trying to set to prim, only my ceiling material has the ability to change to prim, all others except my windows will only allow change from convex hull to none, with no prim option. When trying to change my windows to none, it tells me the root prim can not be nothing. The only way I get through the door now is to set physics for inner and outer walls to none. The prim option on the ceiling does nothing. I deleted my windows and can move freely through the house, but also walk through the walls. So lost. Tried again with high analyze, no luck. Any help is appreciated as I continue trying to figure it out. Thanks
Did you try to upload your house as a LINKSET (not joined)? That's what it sounds like. You need to upload JOINED Parts (like the roof as one part, the main building as another part, the floor as the third part etc. EACH of these JOINED parts needs to have its own physics model. If you use CUBES for the physic model then you do need to anaylze. BUT if I am guessing correctly the uploader ONLY attached the physics to the ceiling :D -- well, THAT'S NOT GOOD. You CAN upload a house as one joined object with a single (again joined) physics model but it is a pretty complex project. So think logically and make some decisions. And then just upload PART of the house and see if you can get that to work. You CAN upload a house as a linkset and there is a video on uploading linksets here somewhere and all you need to do to make that work. I don't recommend that for houses as it can get very complex. ALSO if you have a JOINED house with more than eight materials the uploader will break that house apart. Either way you most likely don't want your ACTUAL HOUSE to be lod 4 on all levels. A vase? sure - or at least the top three, but not a house. Good luck. This isn't that difficult to fix. You can at least test the FEEL of the house even without the physics working. If you cannot see PRIM as an option then you know you do have an issue. I think uploading in more parts with their own physics model should fix it. If not, write to the SL MESH forum with some screenshots.
@@chicaeon Thanks for the help. I managed to unlink and relink everything and set root prim to the roof. Then changed the ceiling to prim, changed everything else to none. The roof seems to be the only object not obstructing me lol. The physics model seems to be redundant though, as it's still using the original model physics until everything is set to none. All good though, will keep trying with what you suggested. Appreciate the reply. :)
@@clangordey OK Trying to be clear -- for you and others. You DO NEED TO JOIN your pieces together. If you made something out of prims, exported and then imported that get's very messy and is not advised and in many cases you would be better off with prims. A whole nother video that I won't be making :D. So, what happened was that the uploader only "saw" one physics model (even if you had 20 single cubes) , it attached that cube shape to your linkset as it saw fit (not even necessarily the physics cube that was supposed to go to that piece. It IGNORED everything else --- hence your problem. So right now you have a house with no physics LOL. Really not good. Physics is difficult to understand, I do get that. I suggest trying something VERY simple like a wall with a door and nothing else and see if you can get THAT to work and then take that knowledge forward. Good luck.
@@chicaeon All is good. The build was made from scratch in blender. So, switched my object order in blender so the roof was first(SL ID's the first item as root prim by default I guess), exported and uploaded again. Skipped Analyzing. Edited each linked object's physics to set the one as prim, and the rest to none. Done and done. The cube physics file is working perfectly. Thanks again. I'll definitely do a few things differently for future builds. Cheers
@@clangordey lol. Glad you are good, but you ARE suppose to hit the walls of your house -- both inside and out. So hopefully you will get that all worked out in the future. Have fun. That's the most important thing.
The ideas are the same; the interface has changed. I am still using this exact method (the cube one which I learned first :D) and it works perfectly. My last house upload was last week. No issues at all.
Hi Chic, first of all thank you very much for your tutorials. I have been following the playlist and been learning a lot! I am a little confused on this video though. First of all I wondered, if you follow the cube style, and make sure the cubes dont touch, then how do they merge in SL? Or do you that manually after uploading? Also coming out of the previous tutorial (table) I am a little confused on two other things; 1. What do you mean with physics model and regular house? Are you making two versions? 2. Around 5.16 you said to upload each seperately but then in the next scene I see the whole house is being uploaded? I thought you meant upload each piece by ;iece and then put it all back together in SL? Thank you for your time.
Sorry for the confusing. Physics is tricky and a lot of folks "never" get it (sadly) so good for you for trying. First, the simple CUBE model is ONLY for the physics. You never "see it". It is saved as a separate model and then uploaded under the PHYSICS tab when you upload your main model in the first tab. It never gets "merged" really; the cube physics DAE (or plane physics too) is simply to let the uploader know where you want folks to bump into things. If you DON'T make your own physics model and let the uploader do that for you --- then one of two things happens. It simply doesn't work and you can't walk through doorways or it makes the land impact very high. There ARE a very few exceptions to this and I have uploaded a few VERY simple buildings using high physics with no increase in land impact and working --- but in general, the other things happen most of the time. When you upload something simple like a table -- that will be "convex hull" instead of PRIM (no need to crawl under the table most of the time) -- then most folks just use a cube as I do. Sometimes for objects more round I use a hexagon.dae that I made for that purpose. IN BOTH CASES -- house or table -- you have two different dae files (one for the object and one for the physics model). So you EXPORT each model separately from Blender but you upload them at the same time with the physics model being uploaded in the PHYSICS tab. You COULD upload the physics model separately and make it transparent and turn to prim and then align to the house inworld and turn the main house model to "none" with the physics model as the root. This does "work" but work is in quotes for a reason LOL. It is messy for one thing and it increases your land impact. Quite a few houses are still made that way, some using invisible prims as the physics. This is a very bad plan, so if you can wrap your head around the right way to do things -- that would be good. Hope that helps. Remember that these videos were made with the older interface now so some things will be different -- but the IDEAS are still valid. Good luck.
@@chicaeon Thank you very much for your fast and elaborate response. It makes a lot more sense now :) ! Btw I started with some tutorials on Blender 2.8 but I also read up on the forum. I decided to download 2.79 to follow along your tutorials and learn to make sense of it all.
@@vinniexl75 Glad it is better. I didn't bond with 2.8 and couldn't find any tutorials that made sense to me, so I am sticking to 2.79 forever. There really wasn't anything in 2.8 that I wanted or needed but everyone is different. I am no longer making "products" so not in Blender all that much anyway. Hope you get that light bulb moment when it all makes sense. When you start discussing "workflow" with other Blender folks, you know you've come a long way. It takes time though -- or at least it did for me. Have fun.
Sorry to bug you again but I had one more question: do you also have to assign materials and unwrap for the physics model or only for the actual house?
Awesome tutorial, I am however having some problems. I used this method (cube physics) to create physics for a set of stairs. Everything I do the physics show up as a box around the stairs? Any idea what I am doing wrong? It completely disregards the cubes I have made and just turns into a big box :(
It doesn't look very pretty lol just threw something together quick to test to see if it would work. Here is what I have gyazo.com/03b93e32e57c74cc3d3d5710ac802f32
Did you remember to ANALYZE your physics model when uploading? Did you remember to change to "prim"" in the Features tab AFTER uploading. Those would be the two obvious issues. Are you stairs each single NON-touching cubes for each step? Typically most creators I know make a ramp for stairs - so "quadrilateral" but not rectangles LOL - closer to a triangle and that could work too). So that might be something that would work for your project. Good luck.
@@chicaeon Thanks for the quick response you are amazing! ♥ I did analyze and change to prim, but still can't even come close to the steps. No matter what I change the physics still just show up as a block in preview and then of course when I go to walk into it im hitting that "invisible box". I like creating mesh in blender but man this whole physics stuff has me sooo confused lol.
@@user-qu3ru9up2p Probably best to take some screenshots and post on the SL Forums. This of course if you are in SL. If you are in Opensim -- which I didn't think about -- it could very well be the physics engine of the platform you are on or using. ALSO, as stated on the Firestorm page, you should not use the Opensim version to upload mesh to SL. You might also try uploading using the official Linden viewer if you are using a third party one. That's all I can think of !!
I used FRAPS to record the chatty inworld parts and a free capture software that I can't remember the name (sorry). Both disappeared with a computer melt down some time ago. I used Corel VideoStudio (I think 8) to put it all together. This was a LONG process and took a lot more time than just talking into the computer while you worked -- usually a whole day or close to it for each one. I added the text in the editing software and put in the sound bites there also :D. And saved at a very high HD setting as I know that many times I can't follow along with BLURRY screenshots :D. Wish I could be more helpful; it was awhile ago! :D
@@chicaeon ty so much fraps isn't working on windows 10 now i downloaded many programs and always gave me a very bad quality videos :( any way ty for your answer
@@LolaLola-lk6bt Maybe try more with FRAPS...I use it on Win 10 without problems.I also use Handbrake for compressing the recordings, in order to save space on hard disk and doing it with as little quality loss as possible. It is really a handy tool to have. You can use Sony Vegas for editing the raw recordings, after and add effects and stuff.
There appear to be some "issues" (bugs) in the newest Firestorm release. Friends -- ones who know all about physics -- are having issues. Because of that I didn't install :D. So if you are using the newest version (July 2018 I think) then that may be the problem. I suggest trying the Linden viewer to upload. I haven't been in Opensim in well over a year but physics as I mentioned are very different there depending on the physics being used, so you may not be able to get typical physics to work there. Sorry. Don't forget that you need to change to "prim" once the model is uploaded. Good luck.
Allright. I haven't change anything on Blender 2.79b. I just found out why. I am show you on below. [23:10:39] KentDavis Edman: Alchemy Viewer.app upload mesh within physics gyazo.com/92f93c9934bf970abed8931642cabefa Firestorm.app I just log out from Alchemy Viewer.app then login Firestorm.app to show: gyazo.com/aaaab6f8c2dae797c172bf9824c01676 [23:10:52] KentDavis Edman: There I walk through mesh within physics.
9 minutes of my life that were worth every minute.Simple explanation,straight to the point.MASSIVE THANKS ☺☺☺
You are very welcome. I had a lot of help from a few very smart people on the SL Forums back when mesh was new. Just passing it along :D
@@chicaeon glad to see that there are people willing to support and pass on their knowledge 😊!
What a wonderful video. Thank you. I would never have gotten over the physics issues without you
Thanks this was the best video I have seen in a ling time. I can actual make a house then turn it into a mesh with no big problems you are a life saver.
I think I still have a lot to learn about this and do lots of testing...My house project is pretty complex and I do not seem to get the right physics on it, yet. Like I see others had issues with it, too (roof or stairs getting whole cubes physics shape, etc.) I will just do as i used to do before (make a small "sketch" of the house from invisible prims and turn my mesh phantom, then adding my "solid invisi" structure to it so I can walk around and not fall thorough stairs and walls), while I will keep testing with the physics along the way...It really makes me feel like I actually have to have also the walls as separated pieces around holes and make the stairs out of separate blocks, not from extruding my main block.....having the balustrades turn into separate parts, not having it as a single object across the whole house....I think this is the little trick, after all....I will do my best not to forget to come and say here if I manage to do that and let others know how I actually made it, when I have it all sorted. Anyway, this video has been a really good point to start from and I thank you for it!! The rest, we should be able to do, as well. Builders have to also use their brains a bit, too *winks* not just to wait having every single thing given on a silver plate. Makes all more exciting!
If you have a complex house it makes sense to divide the house up in pieces and upload separately. Remember too that you can only use 8 materials per object in SL without having the uploader divide up the mesh for you (and this might have been part of your issue -- don't know). So often I will make the roof separate, sometimes the base too. You CAN actually get the physics to match a two story with stairs and balustrade, but as you found out it isn't easy. Best for most folks to start with a small one story house with one room, get THAT to work and go from there.
When you use your invisible walls (remember this is NOT a good mesh maker practice :D) PLEASE make sure that the invisible part is INSIDE the actual wall. I can't tell you how hard it is (well, I know how now but many people do not) to hang things on walls with those faux physics walls. It also increases the land impact which is something no one wants LOL. So I hope you get that worked out eventually. Porches and things with railing can easily be connected and extruded from your main house with no issues. Just go slowly and think carefully about all the steps you need to do. House physics is something that many long time builders STILL don't have working correctly. But honestly it isn't that difficult if you take your time. Be sure and try rezzing a box on each floor area to make sure you have it correct.
And good luck with your learning adventure.
@@chicaeon Yes, I guess, I will end up uploading separately. The house is already setup with separate walls and such....Separate windows, etc. Textures setup, as needed...I been working with mesh long time now, but in the very rare occasions when I made houses, I make them for myself and used the "fake prims" to solidify walls, etc. Was hoping I can make it without that, now and I am looking for a way to do that....would be cool if I make it! Unfortunately the beta testing grid does not let me log on to it, due to some issue they seem to have with new loggers (never used that grid before), so I can not afford to much testing. So I will keep making small tests along the way, while the house is uploaded in SL already and we have somewhere to live in. *chuckles* I can try to upload the walls + windows all together, wherever no door is needed, as well. That should do a nice trick...And spare me of lots of head aches...
You need to put in a support ticket letting them know that you want to use Aditi for testing. This unless the new owners have changed things. That support ticket thing has been active for a few years now. But yes, do the ticket and see if that works for you. The inventory sync isn't working at the moment (and may never again -- who knows?) but that shouldn't be an issue for you :D. Hope that works.
@@chicaeon I will try to do that! Thank you for giving me that idea!
@@chicaeon I discovered what I was doing wrong with the physics... The BIG trick is to have the bits joined into a single object, not to save the physics with the shapes as separate objects!! This worked as a charm! Thank you, Aeon!!
Hey, Chic. I just love these videos you've posted about getting mesh from Blender to SL/Openism. I have made quite a lot of progress in Blender, and have graduated from Sculpties to Mesh (almost), I've even made some interesting (to me)materials in cycles, but the workflow of getting a mesh inworld from Blender with all of its materials, textures, normal maps, correct LOD, etc., etc., working properly is still a great mystery to me. Much less so, now. Thank you so much for all your hard work.
Thanks so much. That WAS the whole point LOL. The good news is that when you start talking about "workflow" *wink*, that means you have learned a lot. I still learn things everyday!
I guess that's what's kept me in SL & virtual worlds all this time. When I first discovered I could pull a block of wood out of the ground and make something with it, I was hooked. There was so much to learn, and there still is.
Thank you for this. The separated cubes was the missing piece to the puzzle I was looking for with physics shapes.
I've been building in SL since 2007 and I still forget how to do some things.. thank you so much for this video!
Happy to have helped
Great video! It's still applicable in Blender 2.81. I feel that I've "polished" my physics knowledge with your video.
I've been a digital artist, 3D model artist and sculptor, texture artist and animator, using said skills to work with games engines (including Halo CE engine, Source, Unreal 3, Unreal 4 and Unity), for 18 years. I also do a lot of mechanical engineering. REGARDLESS... Second Life always seems to struggle with linked mesh uploads and LODs for said mesh. So this doesn't work if you want your house to have different parts and custom LODs lol.
Actually it IS possible to do what you want. Part of that is covered in another tutorial here on uploading LINKSETS. But this is meant to be a BEGINNERS tutorial. You can certainly upload each PIECE of your mesh house using this method and then put the house together inworld. I do it all the time.
There are rules in SL just like any platform and working around them as well as designing with them in mind is often needed. As long as you keep your materials under 8 (so eight "texture faces" when you get your build into SL there is no reason for a linkset --- that "I" can see anyway. And there are even ways around that --- but I won't be making more tutorials to explain it :D.
Hopefully you will find a workflow that will work well for you eventually.
hi! at 4:48 sec, what do you mean by "transform the origin to the geometry"?
In OBJECT mode, choose "Object" from the lower bar of the 3D viewport -- then choose Transform then Origin to Geometry. I am guessing if you watch the video again that will be clear since you are the first one with the issue :D. Good luck. Also if you came in and didn't watch the previous videos you might be missing some needed knowledge. Also if you are in 2.8 things are likely in other places now.
@@chicaeon i managed to do it but i end up with my physics mesh hovering over the normal mesh even though its exactly where it should be in blender, i had already applied loc rot and scale and did the origin thingy, any ideas whats going wrong?
imgur.com/a/L9ywltn
Thank you so much! Very clear and understandable!
You can tell what? All I see is a lot of different colors when I touch the analyse button. I could swear a couple of years ago there was an explanation of what those colors mean, but I can't seem to find them any more. So is pink good? Is green good? Is blue bad? Is it just pretty colors to enjoy? No telling. Just a lot of important stuff gets skipped in tutorials sometimes.
The uploader has recently changed (mostly with more LOD options plus some additional help if you use the Firestorm viewer. I have never known what those pink, blue and yellow tints after the analyze button were so can't help you there. If you use Firestorm you can NOW upload your mesh for free sort of like a local texture -- only you can see. So that might be helpful. Check out the Firestorm viewer website for more info. I haven't used this feature and no longer creating for retail so not doing much these days. Good luck.
Thank you for the video. Do you also have a video that describes how to texture your shotgun house?
No but the steps would be the same as the simpler videos on texturing. Keep in mind that this is no longer the CURRENT version of Blender, so while the "philosophy" is the same, the interface will no longer match. Good luck.
THANK YOU SO MUCH YOU LITERALLY ARE AMAZING
why cant i change convex hull to prim? only other option is "none" and it said i cannot give the root prim can not have no shape
That can happen very BRIEFLY when you first rez and object, but it persists then it means you did something wrong when uploading; I can't say what. Also be sure and NOT rez the house on top of yourself as that can cause troubles. AND using the beta grid will save lots of linden dollars while you practice. Good luck and keep on trying.
Thank you. But i have a problem. After i have uploaded into SL, and changed to Prim.... the LI reduced when I enlarged my model and increased when i reduced the size. I thought it would always increased when enlarged. Could someone explain to me?
This can happen rarely. I have never seen it personally. I believe from other's comments that it has to do in part with the mesh being too dense (too many vertices).
Best to upload the same size as you want the building to be.
You can adjust the size of the model before uploading either in Blender or in the uploader. Also, the new Firestorm viewer has additional information now in the uploader so that if you are using Planes (unanalyzed) physics you can get a better idea of the finished land impact.
Also make sure that if you are using cube physics (analyzed) that the cubes are NOT touching in any way. Sure that was mentioned in the video but very important. The cleaner your mesh model is, the better it will upload -- of course.
Good luck.
When using a Boolean for the doorway, how do you make SL recognize it’s an open walkway?
Basically same as with a regular door. If it has a curved top for example you would need some smaller cubes to make the shape OR you could simply forget about the top part of the door and make the sides. This works well in SL for those REALLY REALLY TALL avatars. You can make the door a reasonable size and the physics model NOT the same as the doorway, letting the tall folks walk through without issues . I do have to say that I have never USED a Boolean for a doorway LOL, but that's the theory. Good luck.
so bizarre, I did plane physics but when I upload I can't convert to prim!
I seldom use plane physics but there are two things to look at maybe === First if you are TOO FAST changing to "prim" that option doesn't show up. SECOND Planes physic really doesn't "like" small or thin triangles so make sure you pieces are big enough. Also remember that you DON'T analyze plane physics. This all from memory - it has been years since I made something with plane physics. Other than those things go through the tutorial again and make sure you didn't miss any steps or reasoning.
Good luck
Thanks for the video. I'm still having an issue with physics inside the house. I have an invisible wall running from the left door frame to the far left corner. My cube model has gaps and nothing is touching. 3rd upload of the model and still the issue. Wondering if I need to analyze differently? I am using high LOD for all levels as my LI is staying low. When trying to set to prim, only my ceiling material has the ability to change to prim, all others except my windows will only allow change from convex hull to none, with no prim option. When trying to change my windows to none, it tells me the root prim can not be nothing. The only way I get through the door now is to set physics for inner and outer walls to none. The prim option on the ceiling does nothing. I deleted my windows and can move freely through the house, but also walk through the walls. So lost. Tried again with high analyze, no luck. Any help is appreciated as I continue trying to figure it out. Thanks
Did you try to upload your house as a LINKSET (not joined)? That's what it sounds like. You need to upload JOINED Parts (like the roof as one part, the main building as another part, the floor as the third part etc. EACH of these JOINED parts needs to have its own physics model. If you use CUBES for the physic model then you do need to anaylze. BUT if I am guessing correctly the uploader ONLY attached the physics to the ceiling :D -- well, THAT'S NOT GOOD. You CAN upload a house as one joined object with a single (again joined) physics model but it is a pretty complex project.
So think logically and make some decisions. And then just upload PART of the house and see if you can get that to work. You CAN upload a house as a linkset and there is a video on uploading linksets here somewhere and all you need to do to make that work. I don't recommend that for houses as it can get very complex. ALSO if you have a JOINED house with more than eight materials the uploader will break that house apart. Either way you most likely don't want your ACTUAL HOUSE to be lod 4 on all levels. A vase? sure - or at least the top three, but not a house.
Good luck. This isn't that difficult to fix. You can at least test the FEEL of the house even without the physics working. If you cannot see PRIM as an option then you know you do have an issue. I think uploading in more parts with their own physics model should fix it. If not, write to the SL MESH forum with some screenshots.
@@chicaeon Thanks for the help. I managed to unlink and relink everything and set root prim to the roof. Then changed the ceiling to prim, changed everything else to none. The roof seems to be the only object not obstructing me lol. The physics model seems to be redundant though, as it's still using the original model physics until everything is set to none. All good though, will keep trying with what you suggested. Appreciate the reply. :)
@@clangordey OK Trying to be clear -- for you and others. You DO NEED TO JOIN your pieces together. If you made something out of prims, exported and then imported that get's very messy and is not advised and in many cases you would be better off with prims. A whole nother video that I won't be making :D.
So, what happened was that the uploader only "saw" one physics model (even if you had 20 single cubes) , it attached that cube shape to your linkset as it saw fit (not even necessarily the physics cube that was supposed to go to that piece. It IGNORED everything else --- hence your problem. So right now you have a house with no physics LOL. Really not good. Physics is difficult to understand, I do get that. I suggest trying something VERY simple like a wall with a door and nothing else and see if you can get THAT to work and then take that knowledge forward. Good luck.
@@chicaeon All is good. The build was made from scratch in blender.
So, switched my object order in blender so the roof was first(SL ID's the first item as root prim by default I guess), exported and uploaded again. Skipped Analyzing. Edited each linked object's physics to set the one as prim, and the rest to none. Done and done. The cube physics file is working perfectly. Thanks again. I'll definitely do a few things differently for future builds. Cheers
@@clangordey lol. Glad you are good, but you ARE suppose to hit the walls of your house -- both inside and out. So hopefully you will get that all worked out in the future. Have fun. That's the most important thing.
Hi, is this still the same in 2021, or have methods changed in the last 4 years?
The ideas are the same; the interface has changed. I am still using this exact method (the cube one which I learned first :D) and it works perfectly. My last house upload was last week. No issues at all.
@@chicaeon Thank you :) I'll have to try and remember my beta grid login and see if I can get this method to work :)
Hi Chic, first of all thank you very much for your tutorials. I have been following the playlist and been learning a lot! I am a little confused on this video though. First of all I wondered, if you follow the cube style, and make sure the cubes dont touch, then how do they merge in SL? Or do you that manually after uploading? Also coming out of the previous tutorial (table) I am a little confused on two other things; 1. What do you mean with physics model and regular house? Are you making two versions? 2. Around 5.16 you said to upload each seperately but then in the next scene I see the whole house is being uploaded? I thought you meant upload each piece by ;iece and then put it all back together in SL? Thank you for your time.
Sorry for the confusing. Physics is tricky and a lot of folks "never" get it (sadly) so good for you for trying.
First, the simple CUBE model is ONLY for the physics. You never "see it". It is saved as a separate model and then uploaded under the PHYSICS tab when you upload your main model in the first tab. It never gets "merged" really; the cube physics DAE (or plane physics too) is simply to let the uploader know where you want folks to bump into things. If you DON'T make your own physics model and let the uploader do that for you --- then one of two things happens. It simply doesn't work and you can't walk through doorways or it makes the land impact very high. There ARE a very few exceptions to this and I have uploaded a few VERY simple buildings using high physics with no increase in land impact and working --- but in general, the other things happen most of the time.
When you upload something simple like a table -- that will be "convex hull" instead of PRIM (no need to crawl under the table most of the time) -- then most folks just use a cube as I do. Sometimes for objects more round I use a hexagon.dae that I made for that purpose. IN BOTH CASES -- house or table -- you have two different dae files (one for the object and one for the physics model). So you EXPORT each model separately from Blender but you upload them at the same time with the physics model being uploaded in the PHYSICS tab.
You COULD upload the physics model separately and make it transparent and turn to prim and then align to the house inworld and turn the main house model to "none" with the physics model as the root. This does "work" but work is in quotes for a reason LOL. It is messy for one thing and it increases your land impact. Quite a few houses are still made that way, some using invisible prims as the physics. This is a very bad plan, so if you can wrap your head around the right way to do things -- that would be good.
Hope that helps. Remember that these videos were made with the older interface now so some things will be different -- but the IDEAS are still valid. Good luck.
@@chicaeon Thank you very much for your fast and elaborate response. It makes a lot more sense now :) ! Btw I started with some tutorials on Blender 2.8 but I also read up on the forum. I decided to download 2.79 to follow along your tutorials and learn to make sense of it all.
@@vinniexl75 Glad it is better. I didn't bond with 2.8 and couldn't find any tutorials that made sense to me, so I am sticking to 2.79 forever. There really wasn't anything in 2.8 that I wanted or needed but everyone is different. I am no longer making "products" so not in Blender all that much anyway. Hope you get that light bulb moment when it all makes sense. When you start discussing "workflow" with other Blender folks, you know you've come a long way. It takes time though -- or at least it did for me. Have fun.
Sorry to bug you again but I had one more question: do you also have to assign materials and unwrap for the physics model or only for the actual house?
@@vinniexl75 you don't need to assign materials or map the physics model.
Awesome tutorial, I am however having some problems. I used this method (cube physics) to create physics for a set of stairs. Everything I do the physics show up as a box around the stairs? Any idea what I am doing wrong? It completely disregards the cubes I have made and just turns into a big box :(
It doesn't look very pretty lol just threw something together quick to test to see if it would work. Here is what I have gyazo.com/03b93e32e57c74cc3d3d5710ac802f32
Did you remember to ANALYZE your physics model when uploading? Did you remember to change to "prim"" in the Features tab AFTER uploading. Those would be the two obvious issues. Are you stairs each single NON-touching cubes for each step? Typically most creators I know make a ramp for stairs - so "quadrilateral" but not rectangles LOL - closer to a triangle and that could work too). So that might be something that would work for your project. Good luck.
@@chicaeon Thanks for the quick response you are amazing! ♥ I did analyze and change to prim, but still can't even come close to the steps. No matter what I change the physics still just show up as a block in preview and then of course when I go to walk into it im hitting that "invisible box". I like creating mesh in blender but man this whole physics stuff has me sooo confused lol.
@@user-qu3ru9up2p Probably best to take some screenshots and post on the SL Forums. This of course if you are in SL. If you are in Opensim -- which I didn't think about -- it could very well be the physics engine of the platform you are on or using. ALSO, as stated on the Firestorm page, you should not use the Opensim version to upload mesh to SL. You might also try uploading using the official Linden viewer if you are using a third party one. That's all I can think of !!
hello thx for the video may i ask u what is the program u using to record in this video
I used FRAPS to record the chatty inworld parts and a free capture software that I can't remember the name (sorry). Both disappeared with a computer melt down some time ago. I used Corel VideoStudio (I think 8) to put it all together. This was a LONG process and took a lot more time than just talking into the computer while you worked -- usually a whole day or close to it for each one. I added the text in the editing software and put in the sound bites there also :D.
And saved at a very high HD setting as I know that many times I can't follow along with BLURRY screenshots :D. Wish I could be more helpful; it was awhile ago! :D
@@chicaeon ty so much fraps isn't working on windows 10 now i downloaded many programs and always gave me a very bad quality videos :( any way ty for your answer
@@LolaLola-lk6bt Maybe try more with FRAPS...I use it on Win 10 without problems.I also use Handbrake for compressing the recordings, in order to save space on hard disk and doing it with as little quality loss as possible. It is really a handy tool to have. You can use Sony Vegas for editing the raw recordings, after and add effects and stuff.
Hello its me in SL and OSGrid is KentDavis Edman. I am try work on physics and fail on Firestorm upload.
There appear to be some "issues" (bugs) in the newest Firestorm release. Friends -- ones who know all about physics -- are having issues. Because of that I didn't install :D. So if you are using the newest version (July 2018 I think) then that may be the problem. I suggest trying the Linden viewer to upload. I haven't been in Opensim in well over a year but physics as I mentioned are very different there depending on the physics being used, so you may not be able to get typical physics to work there. Sorry. Don't forget that you need to change to "prim" once the model is uploaded. Good luck.
Allright. I haven't change anything on Blender 2.79b. I just found out why. I am show you on below.
[23:10:39] KentDavis Edman: Alchemy Viewer.app upload mesh within physics gyazo.com/92f93c9934bf970abed8931642cabefa
Firestorm.app I just log out from Alchemy Viewer.app then login Firestorm.app to show: gyazo.com/aaaab6f8c2dae797c172bf9824c01676
[23:10:52] KentDavis Edman: There I walk through mesh within physics.