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Advanced Building - Aframe Tutorial

This building exercise will demonstrate the following building techniques inside Second Life:

  • Building using the grid
  • Object replication shortcuts
  • Texturing linked and non-linked objects
  • Creating phantom and transparent objects

In addition, this simple house created in this tutorial will be used later to create a scripted door.

1 - Teleport to area where you have Build permissions, then click the Map button. Rotate your Avatar until you're facing South.

2 - Click Build and create a simple box. Set the dimensions to X=2.0, Y=0.01 and Z=4.0. Increase the position on the Z-axis until the object is entirely above ground, then round all the X, Y and Z position values to the nearest integer. Note the position values of X, Y and Z for this first box. These values are the exact center coordinates of the X, Y and Z values of this prim, not the outer borders. Keep this in mind in future steps when aligning objects with each other.

3 - Right click the box and select Edit. While holding down the shift key, drag the right side of the red arrow to the right. This creates a copy of the original box. Continue to drag it 2 meters to the right. Notice that while dragging it, the X, Y and Z coordinates appear at the top of your screen. The Y and Z coordinates should be the same as the first box, while the X position coordinate should be 2 meters less than the first box. You may have to roughly position the X coordinate with your mouse, then fine tune the X position to be exactly on grid by clicking the Object tab when editting the second box and typing in the desired value for the X position.

4 - Repeat this procedure 3 more times until you've created 5 panel sections as shown in Figure 1. Panel 1 (the red panel) is on the far left, while Panel 5 (the purple panel) is on the far right. I've color coded the panels in Figure 1 to make it easier to see where each starts and ends. You will not need to do this for your example.

Figure 1

Figure 1

5 - Right click Panel 2 and select Edit. Change the size on the X coordinate from 2.0 to 1.8 meters, then increase the X position value by 0.1 meters. This should make panel 2 abut panel 1 and leave a gap between panel 2 and panel 3. From now on, this will be referred to as Panel 2A in this tutorial.

6 - Right click Panel 1 and select Edit. While holding down the shift key, drag the left side of the red arrow to the left until it no longer overlaps panel 1. Set the size of the X coordinate to 0.2 meters, then position the X coordinate to the right until it fits exactly between Panel 2A and Panel 3. From now on, this panel will be referred to as Panel 2B in this tutorial. The color of Panel 2B has been set to black in Figure 2. (The reason Panel 2 has been split up into 2 parts is to simplify the steps required to created the scripted door, which will be covered in a future tutorial.)

Figure 2

Figure 2

7 - Panel 4 will be modified next, in order to make a window for this simple house. Right click Panel 4 and select Edit, then change the sizeof the Z value to 2.0 meters. Reduce the Z position value so that the bottom of panel 4 lines up with the bottoms of panels 3 and 5. From now on, this will be referred to as Panel 4A in this tutorial.

8 - Right click Panel 4A and select Edit, then hold down shift and increase the Z position value. Once it has cleared Panel 4A, Set the Z size value to 1.0 meter and align it so that it is right on top of Panel 4A. From now on, this will be referred to as Panel 4B in this tutorial. The z position value for Panel 4B should be 1.5 meters greater than that for Panel 4A.

9 - Right click Panel 4B, select Edit and go to the Texture tab. Incease the transparency value to 90 to create a window.

10 - Repeat Step 8 for Panel 4C, which should have a Z size value of 1.0 and should sit right on top of Panel 4B. Figure 3 shows what your project should look like. Note that Panel 4A and 4C have transparency values set to 0, while Panel 4B has its transparency value set to 90.

Figure 3

Figure 3

11 - While still facing South, click build and select the ramp shape. For the size values, set X=10.0, Y=0.01 and Z=5.0. Increase the Z position value so the object is entirely above ground, then set the X and Y values to 0 under the "Top Shear" boxes. Modify the X, Y and Z position values so that the ramp is sitting on top of the panels. You may have to have your Avatar fly to view the exact positioning of the ramp prim. All of the position values should either be either integer or 0.5 meter values. Your project should look like Figure 4.

Figure 4

Figure 4

12 - Walk to the left side of the wall you've created. Double check the map and verify you are facing East. Create a cube prim with the following dimensions, X=10, Y=5, Z=0.01. This will be the floor of the aframe, so position it so that it abuts the wall created. Make sure the position coordinates for x, y and z are integer numbers so the floor is "snapped" to the grid. Next create a cube with the following dimensions for the first side wall; X= 0.01, Y=5, Z=4. Position and snap this wall to the grid, then duplicate the wall for the other side. Position and snap this wall to the grid. When facing North, your building should look like Figure 5.

Figure 5

Figure 5

13 - With your avatar facing North, create a cube prim with dimensions X=10, Y=0.01, Z=4 then position and snap this to grid to create the back wall. Next, duplicate the ramp shape created in step 11, then position and snap this prim to the grid.

14 - Now edit Panel 2A, and select the Texture Tab. Click the COlor box and select White, then select Texture and choose Library -> Texture -> Wood --> Brazillian Rosewood. Then edit Panel 2B and select the Texture Tab. Click the Color box and select White, then select Texture and choose Library -> Texture -> Wood --> Brazillian Rosewood.

15 - Walk inside the aframe through the phantom wall and edit the floor. Select White for the color box, then for the Texture box, go to Library -> Textures -> Floor Tile and select one of the tiles you like. Under the Mapping box, select the Planer option in order to repeat the floor tile.

16 - Before doing any more texturing, we will need to link the following prims together: Panels 1, 3, 4A, 4C, 5 and the triangle ramp created in Step 11. Click Panel 1 and select Edit, then hold down Shift while selecting the 5 other panels. When they are all selected, go to Tools -> Link. (You can also just press Ctrl +L to link as well.) Theses prims will now act as one prim. Click the linked object and go to the Texture menu. Under Textures, go to Library -> Textures -> Buildings -> Bricks then click Select. Select Planar from the Mapping pulldown box to align all the bricks.

17 - Continue to texture the sides and back of the aframe with the brick texture. You will need to link the cube and ramp prims on the back side together in order to have the bricks align correctly. Also make sure to select the planar option for all prims.

18 - Before putting the roof on, link all the existing prims together. Make sure to include the floor prim created in step 15. Verify all prims are linked by changing the position of the entire object. Make sure after moving the entire object, you are positioned on integer position values for X, Y and Z.

19 - Next the roof needs to be build. Build a cube prim with the following dimensions: X=9.0, Y=5.0, Z=0.01. Set the Y rotation to 45 degrees, then position it on the left side of the house. Note the Y coordinate will be an integer number but the x and z coordinates will not. Use the ctrl+alt keys to zoom in to make minor adjustments to the X and Z coordinates to position them exactly. Repeat the procedure for the other side, except set the rotation to -45 degrees. Lastly, change the texture for both prims to the one found in Library -> Textures -> Building -> Shingles. Make sure the mapping is Planar. Your house should look like Figure 6.

Figure 6

Figure 6

Figure 7

Figure 7

20 - Lastly, link the roof pieces to the rest of the structure. Edit the entire object, then, under the General tab, put "Aframe" for Name and "House by AVATAR NAME" under Description. Right click the Aframe and select Take to place it in your inventory. Practice taking, then rezing your aframe a few times.

21 - The one problem with this aframe is that currently your avatar can not walk inside of it. In a future tutorial, a script will be used to make the front door open and close when touched. For now, rez your aframe in an area where you have build permissions. Edit the object, then choose Tools -> Unlink. Edit just the door (Panel 2A) and under the Object tab, select Phantom. Your avatar will not be able to pass through the door, but not other prims. Take two screenshots, one outside of the aframe, showing the front and side of the house and the second from inside your aframe, viewing the front door and the window. The screenshots should be similar to Figures 6 and 7 and should be taken in mouseview mode. Turn these in at the next class.

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