Add bulk upload support for mesh assets (.dae / .glb)
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chrixbed Resident
Second Life currently supports bulk upload for images, sounds and animations, but mesh can only be uploaded one file at a time. Every mesh has to go through the uploader individually, which is slow when working on a project with dozens of assets.
Two cases that would benefit:
Selecting multiple .dae files at once and uploading them as separate mesh assets, each with its own name taken from the filename.
Uploading a single .glb / .gltf containing multiple meshes and having the uploader split them into individual assets rather than treating the file as one object.
For creators building large builds or installations, this would cut a significant amount of repetitive work out of the pipeline. Ideally the bulk path would reuse the existing per-mesh settings (LOD generation, physics, scale) applied as defaults across the batch, with the option to review before committing the upload.
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lifeon13 Resident
Big support for this idea, it absolutely will save so much time on builds that need a lot of object/prim divisions. But I also fear the high likelihood of creators using it as a bypass for assigning accurate settings to their mesh, especially with the overuse of AI tools that already create poor preforming bulk mesh.
If it is implemented, I would focus on splitting the contents of .dae / .gltf more than actually uploading separate files en-mass, until an overhaul of the uploader itself exists that has more accurate auto-lod & perhaps some presets that switch things up based on in world rezed vs avatar worn mesh, etc, just those alone are so drastically different.
Lucifera Morningstar
As a mesh creator, gonna say this is a really bad idea. LOD is governed not just by the distance to the observer, but also by the radius of an object. Not by
linkset
, but Every. Single. Piece. has its own LODs. This is why the body of a car can look just fine at a bit of distance but the tires collapse into an incoherent jumble of triangles at only a few paces. Yes, this means taking more time, but otherwise you end up with creators telling people to turn up their LOD setting in the viewer "to properly enjoy this product," and the problem with turning up the viewer's LOD setting is that this affects everything the user sees in visual range, which in turn causes that user a lot of viewer performance degradation. This is a practice that LL and the Firestorm devs have tried to discourage, and one of the reasons they increased the LI allotment for parcels back in the day, and why not long ago they lowered the weighting for model complexity in LI calculations - to encourage creators to make those separate LOD models so their items looked better to more peoplelifeon13 Resident
Lucifera Morningstar ^^^ Extremely well put. We need creators to have a better understanding of the lod and physic settings and/or more versatile auto-tools and error reporting before we can ever fully trust a bulk mesh upload. One size fit all settings do not exist. But a option to slit prims from a file during upload could be useful if that ends up the focus.
Nisciel Roecastle
YEs, pretty please!
SL Feedback
updated the status to
tracked
SL Feedback
Issue tracked. We have no estimate when it may be implemented. Please see future updates here.