Here is a peek via the SL FOrum chatlog:
* Import format will be Collada
* Collada allows rigging which means:
o Wearable clothing
o Entire avatar replacements that bent with animations.
* Five submeshes for each object
o Four for different Levels Of Detail
o One for collisions for Havok.
* Meshes will need specifically made textures
o You can have custom uv maps applied to your mesh
o Material id can be assigned to polygons, they can be accessed as "sides" in lsl
o The sides you can use to script texture changes, like in prims
* Theoretically Unlimited number of vertices can be used in a model, but some N number of vertices will be counted as 1 prim against the parcel Limit

Note the dates: Jan 12, 2010 & Mar 3, 2009
Video by: TimmiAllen
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