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 Post subject: Re: Does physical shape impact sim performance?
PostPosted: Tue Oct 04, 2016 7:23 am 
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Joined: Mon Mar 09, 2015 7:14 am
Posts: 938
Benski wrote:
I continue to upload everything piece by piece, and breaking up myself if I use more than 8 textures.


I thought they fixed that and models could have more than 8 faces now or is that breaking you mentioned how they fixed it. I mean the model has lots of faces and the server auto-breaks it.

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If so, (ignore this if NOT so) that's what I meant so long ago about it sucking that Iwz keeps to SL standards internally. Would it be so terrible if our server accepted models that have unlimited faces and kept them in one model? Would it be so terrible if we could play sounds like SL but the sound files could be hours long? Why can't we look like SL but internally be way way better?
Ignore this if I am wrong about that auto-breaking thing,
Ignore this if I am wrong about that auto-breaking thing,
Ignore this if I am wrong about that auto-breaking thing,


Last edited by LoganStargazer on Tue Oct 04, 2016 7:30 am, edited 1 time in total.


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 Post subject: Re: Does physical shape impact sim performance?
PostPosted: Tue Oct 04, 2016 7:27 am 
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Joined: Sun May 30, 2010 12:06 pm
Posts: 3379
Location: Netherlands
yes, but it simply will break up your model in pieces. Use 9 faces and you get 2 objects... and on those 2 objects, the physical model is only applied to 1



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 Post subject: Re: Does physical shape impact sim performance?
PostPosted: Tue Oct 04, 2016 7:38 am 
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Joined: Mon Mar 09, 2015 7:14 am
Posts: 938
Benski wrote:
yes, but it simply will break up your model in pieces. Use 9 faces and you get 2 objects... and on those 2 objects, the physical model is only applied to 1


Well, that sucks. So what's the solution; a separate shell to place over the entire thing? I'm very tired and sick right now* so maybe I missed the answer. Sorry sorry


* Dizzy, sinuses stuffed, lost hearing in my left ear....Winter must be coming. :(



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 Post subject: Re: Does physical shape impact sim performance?
PostPosted: Tue Oct 04, 2016 7:47 am 
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 526
Location: England
Yes Benski i tried those.

It was not every time. But every time i came across this issue was when your effectivly walking inside the mesh. Ie a house made as one object.

I never did figure it out. In each of the cases upliading without a physics model worked. Upliading on other grids with the physics model worked. Uploading in inworldz with the physics model didn't.

But it galled me. Parts if those meshes had faces inside the physical area of the mesh. Like seeing a window frame through glass.

The physics model did not have those. It was of course just defining the walkable area.


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 Post subject: Re: Does physical shape impact sim performance?
PostPosted: Tue Oct 04, 2016 8:10 am 
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Joined: Sun May 30, 2010 12:06 pm
Posts: 3379
Location: Netherlands
That explains it a bit for me, at least why I likely have not encountered that yet.
I build layer by layer.... 1st floor - walls 1st floor - 2nd floor - walls 2nd floor - etc.

I do that to overcome a different bug that exsists here and in SL, the rezzing inside a building. If I make them a single component, rezzing things will go to the center instead of where you want them.

I hope they can resolve that physics bug though.



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 Post subject: Re: Does physical shape impact sim performance?
PostPosted: Tue Oct 04, 2016 9:31 am 
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Joined: Fri Jul 29, 2011 2:10 pm
Posts: 3989
Location: France
on physics meshes:

-Reverted normals are easy to correct in Blender. Type "n" and it opens a flap on the right side. In this flap (near bottom) there is a thingy with "normals" which will make your mesh look hairy. Then select the wrong faces, and in the left flap, edit mode, shading/UV thumbnail, do "flip direction"

simple physics shape work, complex ones don't. Especially when the simulator has to get the physical shape of a complex mesh, it does approximations.

mesh on mesh collision does not work well (vehicles on static mesh), and it gives unpredictable results. This is why vehicles need a prim for the collisions. Which does not precludes from having pysical meshes in other parts, though.

If the physics mesh is of a different size than LOD1, it will be resized.



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