1 – First, teleport to a location inside Second Life where you have build permissions. If the Build button on the bottom of the screen is clickable, you can build at this location. Try searching for sandboxes to build in, if needed. Make sure you have plenty of space to work in.
2 – Build and texture the individual components first. Ten are required for this project and are listed below:
| Object | Shape | Dimensions | Texture | Color |
| Base | Box | X=1.50, Y=1.5, Z=0.5 | Floor Tile 6 | Your Choice |
| Ball1 | Sphere | X=1.20, Y=1.2, Z=1.2 | None | White |
| Ball2 | Sphere | X=1.00, Y=1.0, Z=1.0 | None | White |
| Ball3 | Sphere | X=0.80, Y=0.8, Z=0.8 | None | White |
| Left Eye | Sphere | X=0.10, Y=0.1, Z=0.1 | None | Black |
| Right Eye | Sphere | X=0.10, Y=0.1, Z=0.1 | None | Black |
| Nose | Tapered Cylinder | X=0.10, Y=0.1, Z-0.3 | None | Orange |
| Mouth | Torus | X=0.01, Y=0.3, Z=0.3 | None | Red |
| Hat Brim | Torus | X=0.10, Y=0.7, Z=0.7 | None | Black |
| Hat Top | Cylinder | X=0.40, Y=0.5, Z=0.5 | None | Black |
Notes:
- Floor Tile 6 is found in Library -> Textures -> Floor Tile
- The Tapered Cylinder is the 7th shape available in the Build Menu
- Set the Cut Path values for the Mouth to B=0.5 and E=1.0
- Set the Hole Size values for the Hat Brim to X=1.0 and Y=0.25
- Verify all objects do NOT have the physical property enabled initially
3 – Center Ball1 on top of the Base. For this exercise, position all objects by “eyeballing” it. The next lesson will show a more detailed method of aligning objects. For all positioning tasks, make use of the Ctrl+Alt camera view to view an objects from all sides, including the top view.
4 – When positioned, open the edit menu for Ball1, then press shift and click on the Base. Both objects should be highlighted. Select Tools -> Link for the upper pulldown menu to “weld” the objects together. This can also be done by pressing Ctrl + L.
5 – Position Ball2 on top of Ball1, then link Ball2 to the “welded” structure of Ball1 and the Base. The edge of Ball2 should “overlap” with the edge of Ball1. Repeat this procedure for Ball3.
6 – Position the Left Eye onto the upper half of Ball3. The Left Eye should overlap with the border of Ball3 but make sure it is still visible and not completely “inside” Ball3. Link the Left Eye and repeat the procedure for the Right Eye.
7 – Raise the nose on the Z axis, then rotate either the X or Y axis to 90 degrees, depending on where the nose is in relationship to the other objects. Position the nose between and beneath the eyes, then link the nose to the object. This step and the next take the most amount of time to position the objects exactly. Be sure to zoom in on the objects being moved while in Ctrl+Alt camera mode.
8 – Position the Mouth to Ball3 below the Nose and link it to the structure.
9 – Position the Hat Top to the top of Ball3, then link it. Next position the Hat Brim to the bottom of the Hat Top and link it. View the object from the “overhead” view to ensure the alignment is correct.
10 – Edit the entire object. Under the Object Tab, check the Physical box. Under the General Tab, put “Snowman Project” under Name and “Snowman by YOUR AVATAR NAME” under Description.
11 – Right click the Snowman and select Take. Create a folder under My Inventory -> Objects called Class Projects and move the Snowman Project to that folder. Be prepared to show your project at the next class. Your snowman should look like the examples shown below.
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| Figure 1 | Figure 2 |
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| Figure 3 | |

Web Tutorials by Darren Pearson are licensed under a Creative Commons Attribution-Share Alike 3.0 United States License.


