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You don't have to waste any L$'s if you use the SL beta grid for testing . You will still be chagred L$'s for uploading but they are only token Linden $'s . If it hasn't changed since I first logged in there you will be given L$50,000 in tokens for uploading costs .

Nov 11, 2017 — I am using arcgis 10.5. I have downloaded the imagery from USGS earth explorer and am running the raster calculator tool to get my output. The ...

Roataions in edit mode affect the relationship of the geometry to the local axes of the object inworld. Rotations in Object mode do not affect the geometry relative to the local axes; they just rotate those axes relative to the global world axes. So object mode rotation will not rotate the object relative to its stretch box, while rotation in edit mode will. As said by others, applying object mode rotations befor upload is nearly always the solution to this sort of problem.

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I made this hat, but no matter what angle I put it at in blender (before export) it ends up at the same odd angle after uploading.

I Appended the avatar head from Avatar Workbench ( head faces in the X axis ) and  added a seperate circle. In Edit Mode I extruded the circle to make a hat sitting on the avater head mesh .

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Summary: Object mode rotation: not applied -> rotation of object's local axes in SL. Gemoetry relative to object's local axes unaffected. Object mode rotation, applied -> object's local axes not rotated in SL, Geometry rotated relative to object's local axes.

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Rotations in SL always hurt my head , ( thankyou Drongle ) so best is to avoid them if you can .  If your making attachements  like the hat , bring in an SL avatar as reference for scale and rotation and rotate scale only  in edit mode . Using the head from Avatar workbench my hat was good untill i rotated AND applied the rotation, both in Object mode.

If you do as Fizz suggested you may be pleasantly surprised . Before exporting as collada.dae the rotation values should be ZERO in the Properties sidebar.

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I think that's all as expected.  Since you are attaching it, the rotations are relative to the attachment point rather than the global axes.  In the first picture, the un-applied object mode rotation becomes the of the local axes relative to the attachment pointroatation in SL, which you can reset in the edit dialopg as you point out. In the second picture, you have applied the object mode rotation to the geometry. So now the object mode rotation is zero (as you see in the edit dialog) and the geometry has been rotated relative to the local axes. You can revert that ritation by doing the opposite rotation of those local axes in SL, as you show in the last figure.

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If it's in the orientation you want, go into object mode and do Object->Apply->Rotation(and scale). That will set the object-mode rotations to zero and apply the exactly compensating rotations to the edit-mode (local) geometry so that the object doesn't move at all.

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At the login screen  you just need to select  the Beta grid from the menu  and if it is your first time Natoma is as good a place to start as anyother.

I'm not sure what a rigged mesh is exactly, the hat isisnt attached to any bones and has no animations if thats what its about. I just attached it to the skull so it stays on there.

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Is there anyway to know the best way to rotate the object within edit mode? So i do not have to do trial and error, and waste L.

I'm going to guess that you have a rotation in OBJECT mode that needs to be applied. Use ctrl-A (in OBJECT mode, not in EDIT mode) to apply scales and rotations before uploading meshes...Seems to cure all sorts of evils

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Or (same thing): Object mode rotation -> rotation of object in SL; Edit mode rotation -> geometry rotation relative to it's axes; Apply rotation -> convert Object mode rotation to Edit mode rotation.