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Introduction to Building In Introduction to Building in Edited by Chris M. Collins (Avatar: Fleep Tuque) This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License This curriculum is adapted from Global Kids' Second Life curriculum, previously hosted on RezEd.org, with thanks to Joyce Bettencourt and Barry Joseph who started the project. Modifications and adaptions were made in the "GKCx" update by Jeremy Kemp and Stephen Kemp, released in 2011 at simteach.com/gkcx under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License. Both sites are no longer available on the web. Some sections were also modified or written in whole or in part by the University of Cincinnati Center for Simulations & Virtual Environments Research (UCSIM). The introduction to scripting chapter was written by Jeffrey Steele (Ryon Bloobury). Many thanks to all who have contributed text, images, or open source items over the years to make this great resource for new builders! =) For more information about Fleep’s OpenSimulator projects, visit http://fleeptuque.com and http://fleepgrid.com. 1 INTRODUCTION TO BUILDING WITH OPENSIMULATOR | EDITED BY FLEEP TUQUE | FLEEPGRID.COM What is OpenSimulator? OpenSimulator is software that simulates a virtual world very similar to our own physical world. In the picture, the OpenSimulator software is what makes the island beneath our feet solid, the water waves twinkle in the simulated sun, and the clouds drift slowly overhead. A gentle breeze blows the virtual air, making flags and cloth items flutter, and an object placed in the air will fall to the ground, just like gravity does in the real world. OpenSimulator is the collection of computer programs needed to simulate all of the simple and complex interactions that can take place in this virtual environment. OpenSimulator is open source software, which means anyone is free to download and install it on their own computer or server, and anyone can look at the computer program code and edit or improve it if they want to. In fact, the OpenSimulator software is written and created by many people all over the world who work together to make the software better, and anyone who wants to help improve the software is welcome to join the community of OpenSimulator developers. For the technically-savvy, this is the description of OpenSimulator from theofficial wiki: OpenSimulator is an open source multi-platform, multi-user 3D application server. It can be used to create a virtual environment (or world) which can be accessed through a variety of clients, on multiple protocols. It also has an optional facility (the Hypergrid) to allow users to visit other OpenSimulator installations across the web from an account on a 'home' OpenSimulator installation. OpenSimulator allows virtual world developers to customize their worlds using the technologies they feel work best - we've designed the framework to be easily extensible. OpenSimulator is written in C#, running both on Windows over the .NET Framework and on Unix-like machines over the Mono framework. The source code is released under a BSD License, a commercially friendly license to embed OpenSimulator in products. If you 2 INTRODUCTION TO BUILDING WITH OPENSIMULATOR | EDITED BY FLEEP TUQUE | FLEEPGRID.COM want to know about our development history, see History. Out of the box, OpenSimulator can be used to simulate virtual environments similar to Second Life™, given that it supports the core of SL's messaging protocol. As such, these virtual worlds can be accessed with the regular SL viewers. However, OpenSimulator does not aim to become a clone of the Second Life server platform. Rather, the project pursues innovative feature development with an aspiration towards becoming the bare bones, but extensible, server of the 3D Web. OpenSimulator is getting more stable as it approaches release 1.0, but we still has a few quirks; handle with care! Features Supports online, multi-user 3D environments as small as 1 simulator or as large as thousands of simulators. Supports 3D virtual spaces of variable size within one single instance. Supports multiple clients and protocols - access the same world at the same time via multiple protocols. Supports realtime Physics Simulation, with multiple engine options including ODE. Supports clients that create 3D content in real time. Supports inworld scripting using a number of different languages, including LSL/OSSL, C# and VB.NET Provides unlimited ability to customize virtual world applications through the use of scene plugin modules. For the purposes of this manual, you don't really need to know all those technical details, it should be enough to know that OpenSimulator is the software that makes the water, land, and sky in this virtual world - and all the things you can do in it - possible! Getting Started Welcome to Building in OpenSimulator! Of all the wonderful things that virtual worlds offer, the ability to create, prototype, play, and build whatever we can imagine is by far the most compelling feature. Before the invention of platforms like OpenSimulator, 3D modeling programs often required professional level training to create 3D models, and even after you mastered the complex techniques required to build virtual objects, the objects lived inside the graphics program used to create them. You couldn't invite a friend to come walk around your creation with you, or fly into it and have a conversation about how it works. OpenSimulator allows even a novice to learn how to create virtual objects, and since the platform is multi-player, others can see your creations in real-time, even build collaboratively with you! This ability to turn the visions of our dreams and imaginations into virtual reality, and share it with others, is what makes OpenSimulator so magical! 3 INTRODUCTION TO BUILDING WITH OPENSIMULATOR | EDITED BY FLEEP TUQUE | FLEEPGRID.COM What should I already know before I start learning to build? This manual does not cover certain basic skills, such has how to navigate, move your camera, or operate your viewer interface. We are assuming that you already have some basic level of skill in how to move around and look at the virtual world. Learning how to navigate (walk and fly) and operate your camera with skill and precision are necessary prerequisites to learning how to build. If you don't already have these basic skills, you may wish to practice or search for tutorials on the web before proceeding with this manual. Ok, I know how to walk around and move my camera. Where can I start building? Before you can begin to build, you must be logged into an OpenSimulator grid, and be on land that you either own, or have been given permissions to build upon. Note that just because you can build somewhere doesn't mean that you should! Most grids will have a Terms of Service, Community Standards, or other rules and policies that govern who can build where. Make sure you familiarize yourself with the rules of any grid you log into so you understand what is and is not permitted. Building on land that you don't own, or don't have permission to build on, may be interpreted as a form of griefing, and may result in disciplinary actions or even getting banned from the grid. If you aren't sure where to build, look for a Sandbox, which is typically an area where grids permit the public to build. 4 INTRODUCTION TO BUILDING WITH OPENSIMULATOR | EDITED BY FLEEP TUQUE | FLEEPGRID.COM It is beyond the scope of this manual to explain how to log into an OpenSimulator grid, but generally, you need the following: Download, install, and run a viewer compatible with OpenSimulator If logging in locally to a grid, you will need to create an account and then configure your viewer with the Login URI of the destination grid If hypergriding, you will need an account on your home grid, then enter the Hypergrid address of the destination grid into your viewer map search For more information about connecting to a grid, see the OpenSimulator wiki viewer page. What viewer should I use to follow the tutorials in this manual? This manual uses the Singularity Viewer for pictures and images. At the time of this writing, the images in this manual were created using the Singularity viewer. If you are new to OpenSimulator and don't already have a viewer preference, you may wish to download and install the Singularity viewer so it is easier to follow along with the examples. If you prefer a different viewer, you should still be able to follow the tutorials, but certain menu items or settings may be in a slightly different place or use a different name. For assistance, look at the help pages for the viewer you are using. Ok, are you ready to get started turning your dreams and visions into virtual reality? Turn the page! 5 INTRODUCTION TO BUILDING WITH OPENSIMULATOR | EDITED BY FLEEP TUQUE | FLEEPGRID.COM Basic Building Building in OpenSimulator takes skill and practice, but every tree, building, piece of furniture, vehicle, and any other object begins with a simple "prim" or primitive shape. You might consider prims the "legos" of OpenSimulator. This chapter will walk you through the skills you need to create your own objects in-world, from basic prim manipulation all the way to complex techniques. A few things to keep in mind as you get started: - Always make sure you are building on land with the landowners permission. Just because you technically can build doesn't mean you should. - It is critically important that you always NAME your items, give the item proper PERMISSIONS, and take a copy to your inventory to SAVE your builds.
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