Prim Composer 1.3 – LSL-based Rezzing



Prim Composer 1.3 – LSL-based Rezzing

9
Jun
2009

Article Overview

  1. What's New in 1.3
  2. MaxRez - Features and Limitations
  3. MaxRez - Usage
  4. Tiny Sculpts - New in 1.3
  5. ALL (printer friendly)

Using MaxRez

Maxport options

MaxRez is easy to use. All of the standard Maxport options still apply, plus there are two new options:

--lsl and --lsl-settings

The simplest way to upload using MaxRez is to type a command such as this:

maxport -flp Shack Dougall ***** --main -i "prims.xml" --lsl

If you leave off the lsl option, then the build will upload using the older, non-LSL method. With the lsl option, Maxport will create a rezzer prim and upload notecards and scripts to it automatically. When Maxport is finished and you login to Second Life or OpenSim, you will find a single prim a few meters above your avatar’s head.

maxrez-dialog

Using the rezzer

Using the rezzer is also easy. Just touch the prim and a menu will appear. Press Start Rez and the build will be rezzed. At any time while the rezzer is running, you can touch the prim again to get a menu that will let you stop it.

Unlinkable Linksets

Currently, Prim Composer in 3ds Max does not enforce Second Life’s linking distance rules (see Linkability Rules for more information on what this is). Thus, it is possible to export a linkset from 3ds Max that violates the linkability rules.

In the past, when an unlinkable linkset was uploaded using the older, non-LSL option in Maxport, the linkset was rezzed unlinked. It appears that recent versions of the Second Life Server have been modified to link as much of the linkset as possible.

Here is how it works with the MaxRex LSL rezzer. The LSL rezzer rezzes linksets pre-linked and then moves the prims into position. In the case of an unlinkable linkset, SL LSL will refuse to move the prims if their new size or position would violate the linkability rules. When a prim detects this condition, it will automatically unlink itself.

Unfortunately, Second Life requires explicit permission from the user to allow unlinking via LSL. Thus, the user will be presented with a dialog asking for permission to unlink. In a large build, with many unlinkable linksets, you could see a large number of these link permission dialogs. Just click OK to grant the permission and the prims will unlink and move into their final position. After the rez is complete, the unlinkable linksets will be linked as much as possible.

Demonstration: Watch Video (Length: 4 minutes)

All of this unlinkable business only happens if your build has linksets that violate the linkability rules and it only happens in Second Life, not in OpenSim.

Maxproxy can help with unlink dialogs

Maxproxy adds a new option:

--lsl

to help with this process. If you start Maxproxy with the lsl option and then login to Second Life through Maxproxy, then Maxproxy will automatically handle all of the permission dialogs. This can be especially helpful with larger builds because it allows you to walk away while the build is rezzing without having to worry about the dialogs.

OpenSim

There are a couple of issues with OpenSim that need to be mentioned. The LSL rezzer works perfectly for me in OpenSim as long as the I’m running OpenSim 0.6.5 or greater.

Just before the rezzer is used for the first time, you might need to recompile the scripts. You can do this by selecting the rezzer prim and then in the main SL Viewer menu, select Tools > Recompile Scripts in Selection > Mono.

If you need to rez linksets with greater than 70 prims, then you will probably need to make a small change to your MySQL configuration. Find your my.ini file in the MySQL installation directory and add the following line immediately after the line containing [mysqld]:

max_allowed_packet=4M

Now, restart your MySQL server. If you aren’t sure how to do that, then you can just restart your computer.

One person has reported problems with MaxRez in OpenSim (see forum thread). Please post in that thread if you experience similar problems in OpenSim.

Well, that’s the basics of MaxRez. In the final page of this post, I’ll describe 1.3’s new support for Tiny Sculpts.

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