Build in Second Life to import in High Fidelity…

Many people from Second Life or OpenSim complains about to have to become an expert in Blender to create in High Fidelity. Here for them what could be a solution: Build in Second Life to import in High Fidelity.

It’s possible to build something in Second Life with primitives and import it in High Fidelity.

You need for that to use “FireStorm” because it has a functionality: Save as > Collada


1- In Second Life, rez the object that you want to export. The object must be linked. You must be the creator of all its component. (Otherwise, the export won’t be allowed)


2- Right click on the Object and chose “Save as > Collada”.
Keep the options as seen on this picture and set the “Texture Format” to PNG.


3- Click “Save as“, specify a folder and enter a filename.
(A .dea file will be saved with all the textures of the object in png files)


Now that you get your model exported from Second Life as a Collada file (.dea), you need to convert it to a format supported by High Fidelity. High Fidelity support .fbx and .obj (we will use .fbx).

1- Launch “Blender”. (delete the default cube) and do: File > Import > Collada (.dea)

2- Select the .dea file exported from Second Life and click Import. You will now see your model imported in Blender:

You can see that the textures have followed the model by setting the display in “Rendered” mode.


3- Do “File > Export > FBX (.fbx)“.
Specific a file name for the exported .fbx
Set the following option on the right panel:

This will save the model as a .fbx file with all the texture embedded into it.


Once done you can import this fbx file in High Fidelity as specified in the documentation.

Of course, there are some limitations with the “Save As > Collada” functionality.
The Second Life built’in bump map, the full bright texture, the built-in shiny effects are not exported. The color of the primitives is not transferred. But all those issues could be fixed in Blender.
It seems to work fine to preserve the model, the texture repetitions and offset adjustment which is I think the most important thing.


That said…

Building using Second Life to import in High Fidelity is far to be an optimal way to proceed. Each primitive being a separated mesh, the ensemble will never be as optimal as if it was built directly in Blender. The number of polygons will be inefficiently high. So better to use this with moderation.