SL Cert - Intermediate Building

Category:Certification
= Overview =
This page contains the criteria required for a candidate to become certified in building for Second Life.
The building certification levels are as follows:
* Basic - building competently and accurately with simpler primitives;
* Intermediate - building competently and accurately with more complex primitives;
* Advanced - building the best possible quality content at one or more chosen scales. 
= Audience =
= Pre-requisites =
Certification in Basic Building or equivalence.
= Testing Criteria = 
At all levels the builder is expected to create builds which:
* follow established standards for accessibility;
* are free of usability defects;
* are free of defects which adversely impact simulator performance or the experience of avatars in the same region;
* are in accordance with their stated product descriptions or customer requirements;
* are clearly and comprehensibly documented where necessary.
At all levels the builder is expected to respond promptly and courteously to all customer comments and complaints
= SL Certification Intermediate Building =
== Linked prims == 
* Unlink a single prim from a link set, leaving the others linked;
* Change the root prim of a link set; 
* Rotate a link set around the root prim's center; 
* Rotate a link set around the geometric center. 
* Build a hexagon out of 10x10x0.5 triangular prisms without using a calculator. 
== Texturing == 
The candidate is expected to demonstrate the following without using third party scripts or tools
* Demonstrate some cases when planar gives a better result than default texture mapping
* Demonstrate how to match a texture seamlessly on adjacent prims
* Set a square texture so that one repeat has the same defined x and y dimensions on:
** all faces of a 10mx5mx0.25m box; 
** all faces of a cylinder; 
** the inside of a hollowed box
** the inside of a hollowed cylinder. 
* Demonstrate methods for elimination of texture flicker (z- fighting) on precisely overlapping prims, and discuss limitations of methods.
* Discuss relationship of texture sizes to lag / loading time and general rule of thumb for size of textures used in various applications or on prims of certain sizes.
== Prims == 
* Demonstrate complete understanding of all parameters of a tube, torus and ring. 
* Demonstrate flexi prims; 
* Demonstrate and discuss full bright and glow; 
* Demonstrate light;
* Demonstrate use of Reference ruler mode and discuss when to use it rather than World or Local mode.
== Packaging builds == 
* Discuss conditions which necessitate use of a packaging and rezzing system for a build
* Discuss usability considerations for rezzing systems to minimize inconvenience for the user / purchaser when attempting to rez the build aligned and postioned within their parcel
== Temp rezzing == 
* Define limits on temp rezzed prims 
* Define caveats for use of temp rezzed prims
* Describe appropriate uses for temp rezzed prims
* Describe inappropriate uses for temp rezzed prims 
== Incorporating content from other creators ==
* Demonstrate incorporation of a third party sculpty texture into a build
* Demonstrate incorporation of a third party script into a build (for example a door or window script)
== Alpha sorting == 
* Describe how alpha sorting problems manifest and how to minimise the effect.
== Permissions == 
* Demonstrate how to debug permissions; 
* Set a build so that the next owner can mod and copy but not transfer; 
* Set a build so the next owner can transfer but not mod or copy; 
* Discuss how your own build can become no transfer; 
* Identify the no transfer prim in a build that is otherwise transferable; 
* State how to avoid ending up with reduced permission versions of your own builds.