Talk:Sculpted prim

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Of the ways of incorporating mesh into SL this is by far the most sane. Mind posting some example textures? Frame based llSetTextureAnim would be cool too. -- Strife Onizuka 12:04, 27 April 2007 (PDT)

[1]
Woot ^_^ thx. -- Strife Onizuka 14:45, 27 April 2007 (PDT)
/me adds additional Woot! ;-P --AlisonW 15:42, 27 April 2007 (PDT)
The textures for the shapes shown in the demo are posted in Torley's flikr stream. [2] I haven't got Maya but I'm making a few basic architectural elements in 3ds Max, I can post them here if anyone wants to convert and play with them. Elle Pollack 17:10, 27 April 2007 (PDT)

Strife's Observations

I've been examining the video posted on the blog. I took screen shots of the textures shown in the texture picker, giving the advantage of being able to see the rendered texture and compare it to real prims and their sizes.

  • I'm a little fuzzy on this part. It's on or the other
    A)The values are centered so if you want a small dot you have to use an image that 127 or 128 grey.
    B)The values are related to the base sphere.
  • The default shape is a sphere half the prim size.
  • I think the bounding box is the size of the base sphere, meaning the mesh can be 3 times larger then it's bounding box.


Strife - the answer is A - point position is relative to the origin - scaled by the prim size. --Qarl Linden 19:49, 27 April 2007 (PDT)

LSL functionality?

Was wondering if there are plans to put in an LSL function to allow swapping out of the sculpt texture. This would be a nice scripted way to morph the shape through a script. This would be very useful for AV attachments (hair, tails, wings, etc.) to cut down on prim usage as the script could just morph the shape of a single prim. Or perhaps it could be applied to the AV itself (Can you say werewolf transition)? A more advanced version would make it shift between the old and new textures more smoothly rather than a sudden shift (or have an argument to specificy a 'hard' or 'smooth' morph).

I definitely like the idea of sculpted prims. However--

1) LL should embrace open source/cross-platform solutions. Embracing Maya first (as one of the most expensive platforms) seems out of place.

2) Sculpting tools like Silo and Modo should be considered. Ideally a utility program that can convert a specified .obj file (an almost ubiquitous 3D file format) to the textures for a "sculpted prim" would be ideal. This would allow content creators to use their tool of choice and then process the .obj of their sculpture into the appropriate "normal" maps for SL.

3) Guidance on linking of sculpted prims to create large sculptures than a single prim should be considered. (From reading the technical information about texture size, I get the sense we're looking at some level of subdivision of a single cube --perhaps 8x8x8 that is then deformed by the maps.)


-As I understand it, they did maya first because that's what Qarl knows how to do. He learned the think while working on the 2nd and 3rd Matrix movies. Elle Pollack 18:17, 27 April 2007 (PDT)

right you are, Elle. --Qarl Linden 19:51, 27 April 2007 (PDT)

PRIM_TYPE_SCULPTED

How about a PRIM_TYPE_SCULPTED paramater for the ll(Get|Set|SetLink)PrimitiveParams functions?
Syntax for Set: [PRIM_TYPE_SCULPTED, key sculp_texture]

that is exactly what we've done. --Qarl Linden 19:51, 27 April 2007 (PDT)

Sculpt Texture

As a graphic artist, I'd like to do thing manually on Photoshop for finer details when need to do quick minor changes.
Can you tell what each color and greyscale value by pixels actually do to each mech points? --Vincent Nacon 21:00, 27 April 2007 (PDT)

The images are three colors (RGB) much like normal maps. Each pixel defines an X/Y/Z (coded with R, G, and B channels) offset from the origin (center of the prim). I doubt you would have much luck touching up something like this in Photoshop, you might look at something like ZBrush when we get an exporter for it. Eddy Stryker 21:17, 27 April 2007 (PDT)

That I did understand, but I really want to go into great depth of understanding it. I like facing challenge when I can't use 3D Max, Lightwave, or even Maya. ;)
(I don't even like Zbrush O-o, those are more for bumpmapping and texture skin.) --Vincent Nacon 22:21, 27 April 2007 (PDT)

Caligari Truespace Support

In considering programs to offer export support for, is there any chance of offering support for Caligari Truespace [3]? It is priced much more in reach for the average users than 3d Studio Max/Maya, and is not as esoteric as Blender. Cristiano Midnight 21:12, 27 April 2007 (PDT)

Vincent's "Annoying" Questions

  • Distance from prim center is no more than 5m? (10m from side to side.)
  • No hollow and holes or even cuts?
  • No Custom UV mapping for the (image, not model)texture itself? (unless given from plugins)
  • Mass?
  • Setting to place prim's center-point offset? (doors that rotate at one side instead of from the center)
  • Side Faces?
  • Allows flexiable? (I doubt it anyway)

(Don't hate me for these questions.... can't wait, it's driving me nut O_o.)