It seems like it should be so easy! Can’t I just drag my own creations from one grid to the next? Or, I’ve even heard about some inventory backup-to-hard-drive gadget…?? For the past six months I’ve been porting objects between InWorldz & SecondLife – both ways….and here’s how it works most accurately for me. I’ve not ported any scripted or animated objects – my experience is with porting multi-prim textured objects with regular and sculpted prims only.
- You must use the same viewer for both actions. (I prefer Phoenix, but have had success with Imprudence too.
- You must be the creator of the object. My viewer even prohibits export of full perm objects I didn’t create.
Here’s how it works for me. Let’s say I’m taking an 11 prim lantern from IWz to SL.
Rezz the lantern in IWz, right click it and select More…then More again, then Export.
Save and name it in a way that you will remember later!! It should be as an XML File. I always name it same for both worlds and save to my desktop. It appears as a Folder and an XML file, with appropriate names.
Now, in SL, at top left of your (same) viewer, select File/Import Linkset. Select the XML File.
OH! Now the fun begins. My experience is that the ported object appears SOMEWHERE near my avi…sometimes behind my camera’s view. You may need to cam out a bit…look around. I’ve even had to do an Area Search to find it. I have learned that setting my camera view close to my avi’s feet before I import… usually the ported object will appear nearby.
Wow – the lantern looks great. Woot! but…wait. In my research, I’d read that Cleaning your Cache and Restarting might make things look different. So I did that and …FUCK! It’s now a wooden blob of white prims! 😦 Grrrr
So… I quickly learned that I needed to have the sculpt maps and textures in both worlds – transfered independently.
Fortunately all the prim settings are saved – size and texture details. I could Edit the blob and add the maps and drop the textures on and it began taking perfect shape.
NOTE: After porting, be sure to check the object’s permissions – as the porting process opens all the Perms.
For simple 1 prim objects – it’s probably easier to just start the object from scratch in the new world. With high prim, complicated builds (my 130 prim brass bed, for example) – Porting was a lifesaver! Particularly nice is that the texture settings are in tact!
Scripts and animations are a different matter – but similar, in that you’d take them to your hard drive then upload in new world. These items may not be quite as compatible in various worlds, as grids vary.
Those are the basics involved – however, I’ve encountered many exceptions and glitches along the way. Some things just never make the export to my desktop. Some don’t make the import. More times than I can count I’ve had the annoying glitch of the map or texture going BLANK! PERMANENTLY When this happens, the map has no shape or the texture appears white/blank! Usually a cache clean fixes this. More than once I’ve needed to reinstall my viewer. Using a different viewer will make them appear normal again.. some weird sort of file corruption, I guess…? If anyone knows more about that, I’m all ears! This issue makes me evaluate the need of porting versus starting the object from scratch….if it’s a simple build, I start from scratch.
Feel free to add your experiences here! My Google analytics show that dozens of people search this topic daily! Questions? Feel free to write me in IWz or SL!