Meshes SLto Read
Meshes SLto Read
Meshes SLto Read
The program is oriented to decode the full appearance of a resident (Mesh models only) :
You can export a single model too checking the check box on the left side of the mesh
name.
Features:
Reads the xml file downloaded with the option "All". (Containing all items
attached to the avatar, prim or mesh, and wearables).
Create dae file for rigged meshes.
Create dae file for unrigged meshes.
Create the XML file for linked prim.
Create wearables asset files(wearables included in the xml file downloaded.
Create the XML file to be used by the script. (The name of the mesh IW and the
physical characteristics, position, rotation and scale will be fixed by a script that
will be posted asap)
Use Zlib decoder native framework (don't need the external zlib.dll)
Use the most hight lod contained in the slm file.
Save list of "not found" slm files.
Save list of models stored in the cache.
All files created (Link to Dae files, xml files, asset, wearables, ReadMe.txt file) are stored
in subdirectories starting from the path of the file xml downloaded.
List of "not found" (Slm-Not-Found.txt) and list of models (CacheList.txt) are stored in
the MeshesSL.exe path.
Program cache (SLM_Files and DaeFiles) is located in the subdirectory "MeshesSL" in
AppData→local.
a. Write dae chache list. If selected, on exit the program, the file "CacheList.txt"
contains a full list of models (.dae files) stored in the program cache.
b. Write slm "not found" list. If selected, on exit the program, the file "Slm-
NotFound.txt" contains the full list of meshes not in VFS. The list is very usefull
because you can insert the missed slm files into the VFS. To copy a slm file into
the VFS you can use the "Pretend item" function of DS. Copy the slm UUID from
the list and paste it into the asset text box, select "mesh" from the comboBox, then
push "OK". Wait for the hex value are shown in the window and close the
window. Done!! The file slm has been copied into the VFS.
c. Write model readme file. If selected, the file "ReadMe.txt" is created. The file
contains info on the model.
d. Write wearables. If selected, create wearables asset files (wearables included in
the xml file only).
e. Create xml for script. If selected, write a file xml to be used by the rename
script(future option).
Q&A
Q: I think its fitted mesh still not perfect to see with Blenders and other Programs
A: is the texture cache path folder for the viewer you are using
If you don’t make any change to the texture cache location in your viewer then the path
(win 10 SO) is C:\Users\<username>\ AppData\Local\<your viewer name>.
If you changed the texture cache location in your viewer then you can see the new
location here (Darkstorm viewer)
Q: All the meshes in the imported model take the same name. How to apply texture
to imported meshes.
A: Mesh name:
These are not defects of my tool, but depend from the process of import of rigged meshes
in SL
When the mesh is made up of a few prim (2 or 3) is very easy to apply the texture and
change the name IW.
But, when a mesh is made up of more than 100 prim, then the work is very hard.