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		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_Resident-made_Tools&amp;diff=39101</id>
		<title>Sculpted Prims: Resident-made Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_Resident-made_Tools&amp;diff=39101"/>
		<updated>2007-11-05T16:50:53Z</updated>

		<summary type="html">&lt;p&gt;DanielFox Abernathy: /* Offline Preview Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This page showcases &#039;&#039;&#039;special purpose tools&#039;&#039;&#039; for creating, manipulating, and viewing sculpted prims.  Most of them are created by SL residents, but the reason they are on this page is that they are &#039;&#039;not&#039;&#039; general purpose 3D tools.&lt;br /&gt;
For that list, see [[Sculpted Prims: 3d Software Guide]].&lt;br /&gt;
&lt;br /&gt;
= Preview Tools = &lt;br /&gt;
&lt;br /&gt;
== Offline Preview Tools ==&lt;br /&gt;
&lt;br /&gt;
Basic tools that can be used to preview what a sculpt texture will look like when uploaded into Second Life and rendered as a prim.  All of these are made by other Residents and should generally be considered beta or works in progress.&lt;br /&gt;
&lt;br /&gt;
=== SculptySpace ===&lt;br /&gt;
Supports textured Sculpt preview with Second Life style texture parameters.&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Sculpty Carver | Sculpty Carver]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.sculptyspace.com/index.php?id=2 Download from website]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: Windows XP SP2 or Windows Vista, [http://www.microsoft.com/downloads/details.aspx?familyid=200b2fd9-ae1a-4a14-984d-389c36f85647&amp;amp;displaylang=en Microsoft Visual C++ 2005 SP1 Redistributable]&lt;br /&gt;
&lt;br /&gt;
=== XNA Sculptpreview ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Eddy Stryker | Eddy Stryker]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [[User:Eddy_Stryker/XNA_Sculptpreview | XNA Sculptpreview]]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: Windows XP SP2 or Windows Vista, along with the Microsoft XNA framework (see above link for details)&lt;br /&gt;
*&#039;&#039;&#039;Derivatives&#039;&#039;&#039;: [http://mailerdaemon.home.comcast.net/SculptedPreview.zip XNA SculptPreview] - Modified version to include LOD and a more sensible camera configuration (and a bunch of other changes under the hood).&lt;br /&gt;
&lt;br /&gt;
=== A Hacky Sculpt Previewer ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Yumi Murakami | Yumi Murakami]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.bijodesign.com/sculpt/SculptPreview.html Web Start Launcher], [http://www.bijodesign.com/sculpt/SculptPreview.jar Executable JAR file], [[Hacky Sculpt Previewer | Source Code]] (Java SDK required to run from the source).&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: [http://java.com/en/download/index.jsp Java Runtime Engine 1.6 or higher], [http://java.sun.com/products/java-media/3D/download.html Java 3d API] and any OS that will run them (Win and Linux are well covered, Mac is not).  If installing or upgrading the JRE, be sure to do it before installing Java3d.  The Web Start link above should be able to automatically install any needed components.  Note that it will attempt to automatically redirect your browser to a download page, so if nothing happens when you click on it, please check your security settings will allow this.&lt;br /&gt;
&lt;br /&gt;
=== Cel_Sculptpreview ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Cel Edman | Cel Edman]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.xs4all.nl/~elout/sculptie/ Download from website]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: [http://java.com/en/download/index.jsp Java Runtime Engine 1.6 or higher] installed on your system. This is a simple Sculpt previewer created in [http://processing.org/ Processing]. Downloads available for Windows, Mac OS X and Linux. Currenly not further developed, since Cel continues on developing Sculptypaint (Resident-made Sculpt Creation Tools) at the moment, that got this realtime previewer as well.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== In-world Preview Tools ==&lt;br /&gt;
&lt;br /&gt;
Tools that can be used to view in Second Life what a sculpt will look like before the texture is uploaded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Texture Wizard (Commercial) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://sl.infomyth.com/texturepreview/texturepreview.htm Infomyth.com]&lt;br /&gt;
*&#039;&#039;&#039;In-World:&#039;&#039;&#039; [http://slurl.com/secondlife/Horowitz/217/105/23/ Horowitz]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; L$399 (about $1.80 U.S.)&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows XP&lt;br /&gt;
&lt;br /&gt;
Works using the media texture on your land (you must own or rent land to use it) using QuickTime, the way an in-game TV does. Saving a .bmp, .jpg or .psd file will automatically update the image in-game. You can see your changes live on a prim. Avoids uploads until you are done (you must still upload for a permanent version). Also works just as a regular texture previewer.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sculpt Preview using Parcel Media ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Website:&#039;&#039;&#039; [http://nandnerd.info/blog/2007/06/16/sculpty-media-video-url-previewer/ blog.nandnerd.info/...]&lt;br /&gt;
*&#039;&#039;&#039;Forum Discussion:&#039;&#039;&#039; [http://forums.secondlife.com/showthread.php?t=191214 forums.SecondLife.com]&lt;br /&gt;
*&#039;&#039;&#039;Author:&#039;&#039;&#039; [[User:nand Nerd | nand Nerd]]&lt;br /&gt;
*&#039;&#039;&#039;In-World:&#039;&#039;&#039; [http://slurl.com/secondlife/Lasiocampa/133/209/57 Lasiocampa]&lt;br /&gt;
*&#039;&#039;&#039;Requirements:&#039;&#039;&#039; Web hosting&lt;br /&gt;
&lt;br /&gt;
Tutorial on using the Parcel Media as a Sculpt Texture Preview. Example available at location above (Lasiocampa 133,209,57).&lt;br /&gt;
&lt;br /&gt;
= Special purpose Sculpt Creation Tools =&lt;br /&gt;
&lt;br /&gt;
The tool slisted here aren&#039;t fully-fledged 3d modeling programs &amp;amp;mdash;  they are stand-alone tools for creating sculpt maps, usually in some limited way.  As with the previewers above, consider them works in progress.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if they do what you want, a lathe tool, for example, then they are much easier than buying, setting up, learning, and using a full 3D modeler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PloppSL ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039;[[User:Imp Iwish | Imp Iwish]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; http://www.secondplopp.com/&lt;br /&gt;
*&#039;&#039;&#039;Operating Systems:&#039;&#039;&#039; Windows, Mac OS&lt;br /&gt;
&lt;br /&gt;
PloppSL allows you to create Sculpted Prims for SecondLife by painting the front and back side of your model. Thus, texture and model are created in one step. You can create or use different textures for the front and backside of your model. You can also paint in your favored paint program, import the images into PloppSL by drag&amp;amp;drop and turn them into 3D models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=213219 sl forum thread] (restricted access)&lt;br /&gt;
&lt;br /&gt;
=== ROKURO Sculpted Prim Maker ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039;[[User:Yuzuru Jewell | Yuzuru Jewell]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; http://kanae.net/secondlife/&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Windows/Mac OS X/Linux using wine&lt;br /&gt;
&lt;br /&gt;
Rokuro translates from Japanese as &amp;quot;lathe&amp;quot; and that&#039;s basically what this is: a standalone version of the lathe tool found in many 3d modeling programs that saves directly to sculpt maps.  You draw a line in 2d by editing the various points and the program effectively spins that line around an axis to create the 3d object.  Cylinders and polygonal prisms are both possible.  Obviously limited to things you can create with this method so far, but easy for anyone to pick up and use and more features are still being added.  Created by  Yuzuru Jewell...arigato!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=184264 sl forum thread] (restricted access)&lt;br /&gt;
&lt;br /&gt;
=== TOKOROTEN(extruder)Sculpted Prim Maker ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039;[[User:Yuzuru Jewell | Yuzuru Jewell]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; http://kanae.net/secondlife/tokoroten.html&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Windows&lt;br /&gt;
&lt;br /&gt;
This Program makes Sculpted Prim texture .tga file of the pushed-out object.&lt;br /&gt;
TOKOROTEN is Japanese jelly extruded to thin strips.&lt;br /&gt;
An object will be pushed out if the form of the hole which you push out is made.&lt;br /&gt;
You can twist or round an object.   You draw a line in 2d by editing the various points and the program.  Obviously limited to things you can create with this method so far, but easy for anyone to pick up and use and more features are still being added.  Created by resident Yuzuru Jewell...arigato!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [http://forums.secondlife.com/showthread.php?t=184264 sl forum thread] (restricted access)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== sculpty.php ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039; [[User:nand Nerd | nand Nerd]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; http://www.nandnerd.info/sculpty.php&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Browser&lt;br /&gt;
&lt;br /&gt;
A web-based series of tools, still rather primitive but constantly updating. Currently implemented are revolve and z,r revolve which both take a series of values (radii and z-pos,radii values respectively) and rotate them around the z-axis. Recently implemented a constant cross-section which extrudes a series of x,y values through the z-axis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== SculptyPaint v.091===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Cel Edman | Cel Edman]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.xs4all.nl/~elout/sculptpaint/ Download from website]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: [http://java.com/en/download/index.jsp Java Runtime Engine 1.6 or higher] installed on your system?! In case it wont work. &lt;br /&gt;
Last update: october 19 - 2007. Realtime sculpt previewer.  Drawing tool: manipulate the width, height and shape of the Sculpt. Edit RGB Layers, Flower, Stone, Stair and Point, Texturesketch and Morph Tools. Downloads available for Windows, Mac-OSX and Linux.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Math Sculptor 1.0===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Burhop Piccard | Burhop Piccard]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: http://mark.burhop.net there is also a  [[MathSculptor|MathSculptor]] wiki page.&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: Windows XP or Vista. &lt;br /&gt;
Math Sculptor is free application for creating and viewing sculpted primitives. It provides dynamic viewing and modification of sculpties. What differentiates this application is that it is build upon an extendable &amp;quot;addin&amp;quot; architecture. This allows others to easily create new algorithms that generate completely new types of sculpties. See http://mark.burhop.net for more information and sample sculpted primitives.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SnurbO&#039;Matic ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Anjin Meili | Anjin Meili]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.slexchange.com/modules.php?name=Marketplace&amp;amp;file=item&amp;amp;ItemID=273452 Slexchange]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: Secondlife client and a sandbox with at least 1100 primitives. &lt;br /&gt;
SnurbO&#039;Matic is an in world tool that allows editing and creation of sculpties.  The system uses a molding method, allowing a mesh to be molded around other inworld objects.  Objects must not be phantom.  The mold may be modified using normal in world build tools.  Each mesh node is visualized as a sphere, and can be moved as desired.  Once finished, the mold is saved and a casting produced thru an automated web process.  The user gets a URL when completed for a TGA file containing the texture.  This can be further refined using off grid tools, or simply uploaded to Second Life as is.  For new modelers, its easier to start with a close approximation of an object, rather then manipulating a sphere to the object they wish.  For landscapers, the tool can produce organic, smooth, and unique rocks, logs, etc.  Search for the group SculptO&#039;Matic, or visit our sandbox and lab in Talakin. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sculpted Sim Terrain Mapper ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Anjin Meili | Anjin Meili]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.slexchange.com/modules.php?name=Marketplace&amp;amp;file=item&amp;amp;ItemID=270738 Slexchange]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: Secondlife client and a object create and script permissions on a parcel. &lt;br /&gt;
The Sculpted Sim Terrain Mapper creates a sculpted primitive map in 3D of any given Simulator.  The tool simply is rezzed onto a parcel in the sim, and allowed to run.  It will report back to the operator a URL to pickup a completed sculpted texture in TGA format.  The data collected may also be used to create higher detail maps of the simulator, by using more prims, up to an 8x8 grid of sculpted prims to represent a simulator.  Or just the default of one prim for the entire simulator.  While the packaged tool is fee based, due to the costs of operating the backend... There is an open source version written entirely in LSL that requires minimal server side support.  Contact Anjin Meili for a copy of the open source code.  This tool is an example of using data to create sculpted primitives, with very little interaction.  The source details using PPM as a description format within LSL for the sculpted texture map.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== InWorld Sculptor Tool Kit (Free) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:TheBlack Box | TheBlack Box]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.slexchange.com/modules.php?name=Marketplace&amp;amp;file=item&amp;amp;ItemID=266428 SL-Exchange]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: SL (works ok with 65 Prims) and Browser&lt;br /&gt;
&lt;br /&gt;
An in-world sculpting toolkit with off-world file-conversion as last step. It is free and open source but very basic. You start with modifying a &amp;quot;bone&amp;quot; to get the general shape you want. In the second step you created slices and use the bone to position and rotate them correctly. &lt;br /&gt;
It is a bit of a hassle to use due to a lot of copy &amp;amp; pasting.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== TheBlack Box - Sculpt Studio (Commercial) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:TheBlack Box | TheBlack Box]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://www.slexchange.com/modules.php?name=Marketplace&amp;amp;file=item&amp;amp;ItemID=278458 SL-Exchange]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: SL (70 Prims for Quick Creation, 1000+ Prims for Full Mesh) and Browser&lt;br /&gt;
&lt;br /&gt;
A fully in-world sculpting tool that results in an URL where the sculpt-texture is located. The Sculpt Studio allows to sculpt either by utilizing a simplified &amp;quot;Quick Creation&amp;quot; or by having &amp;quot;Full Mesh&amp;quot; control. It allows to start off extremely easy but yet has the option to even do algorithmic sculpting with LSL.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Terrain Sculptor (Open Source) ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator&#039;&#039;&#039;: [[user:Cadroe Murphy | Cadroe Murphy]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it&#039;&#039;&#039;: [http://spinmass.blogspot.com/2007/08/terrain-sculptor-maps-sims-and-creates.html Blog]&lt;br /&gt;
*&#039;&#039;&#039;Requires&#039;&#039;&#039;: .NET 2.0&lt;br /&gt;
&lt;br /&gt;
Terrain Sculptor is a .NET application which uses a [http://www.libsecondlife.org/wiki/Main_Page libsecondlife] bot to retrieve the elevation data for a sim and generates a sculpty texture of the terrain.  It also downloads the world map image from the web for use as a texture.  The user can teleport to specific locations within sims and monitor the process through a graphical display.  The operation usually takes a number of seconds after logging into a sim.  Elevation data can be saved and loaded seperately.  The application is relatively user-friendly but errors are not always handled informatively.  The source code is open.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Sculpted Prims]]&lt;br /&gt;
&lt;br /&gt;
= File Converters =&lt;br /&gt;
&lt;br /&gt;
These utilities are made to translate 3d files directly into sculpt maps, with varying degrees of sucess.&lt;br /&gt;
&lt;br /&gt;
=== 3dm2sculpt ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039; [[User:Cindy Crabgrass | Cindy Crabgrass]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; [[3dm2sculpt|3dm2sculpt]]&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Windows&lt;br /&gt;
&lt;br /&gt;
A command-line utility that reads an [[#3D_File_Formats | OpenNURBS]] .3dm file and generates a .tga sculpt map from it. Still in need of a lot of testing but potentially very useful for any program that supports this format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== obj2sculpt ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039; [[User:Cindy Crabgrass | Cindy Crabgrass]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; http://forums.secondlife.com/showpost.php?p=1505114&amp;amp;postcount=14&lt;br /&gt;
*&#039;&#039;&#039;Link on the TG forums:&#039;&#039;&#039; Nonexistent, can someone please fix this?&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Windows&lt;br /&gt;
&lt;br /&gt;
A command-line utility that reads a Wavefront Style .obj file and generates a .tga sculpt texture from it.  Still in need of a lot of testing but potentially very useful for any program that supports this format.&lt;br /&gt;
&lt;br /&gt;
= Importers =&lt;br /&gt;
&lt;br /&gt;
These utilities assist in bringing sculpted creations in to the Second Life world&lt;br /&gt;
&lt;br /&gt;
=== SL Image Upload ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039; [[User:Eddy Stryker | Eddy Stryker]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; [[SLImageUpload|SLImageUpload]]&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Windows, Linux, OSX&lt;br /&gt;
&lt;br /&gt;
A simple graphical user interface to upload textures to the grid. It will show you the compressed texture size before uploading and allow you to upload lossless images, perfect for 64x64 or smaller sculpt maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== importprimscript ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creator:&#039;&#039;&#039; [[User:Eddy Stryker | Eddy Stryker]]&lt;br /&gt;
*&#039;&#039;&#039;Link to get it:&#039;&#039;&#039; [[Importprimscript|Importprimscript]]&lt;br /&gt;
*&#039;&#039;&#039;Requires:&#039;&#039;&#039; Windows, Linux, OSX&lt;br /&gt;
&lt;br /&gt;
A command-line utility to batch upload an entire folder output from Qarl&#039;s Advanced Maya Sculpt Exporter in to Second Life and rez the scene as a full permission linkset. The sculpt maps are uploaded as lossless images and the textures are uploaded with the normal compression settings.&lt;/div&gt;</summary>
		<author><name>DanielFox Abernathy</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=GridImageUpload&amp;diff=39100</id>
		<title>GridImageUpload</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=GridImageUpload&amp;diff=39100"/>
		<updated>2007-11-05T16:42:16Z</updated>

		<summary type="html">&lt;p&gt;DanielFox Abernathy: Added further explanation of usage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Slimageupload-02.png]]&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
&lt;br /&gt;
Windows: [http://www.jhurliman.org/download/SLImageUpload-1.0.2.exe 1.0.2]&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
Currently only the Windows version is available, the release for other platforms will be available soon. If you do not have .NET 2.0 installed the installer will prompt you to download and install it.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Save the UUID key that SLImageUpload displays after you have uploaded a texture. You will not receive an inventory entry for your upload; if you lose this UUID, you will have no way to retrieve it.&lt;br /&gt;
&lt;br /&gt;
You can then apply the texture via a LSL script. &lt;br /&gt;
&lt;br /&gt;
For a regular texture:&lt;br /&gt;
llSetTexture( &amp;quot;UUID_KEY_GOES_HERE&amp;quot;, ALL_SIDES );&lt;br /&gt;
&lt;br /&gt;
For a sculpt map texture:&lt;br /&gt;
llSetPrimitiveParams( [ PRIM_TYPE, PRIM_TYPE_SCULPT, &amp;quot;UUID_KEY_GOES_HERE&amp;quot;, PRIM_SCULPT_TYPE_SPHERE ] ); &lt;br /&gt;
&lt;br /&gt;
==Release Notes==&lt;br /&gt;
&lt;br /&gt;
1.0.2:&lt;br /&gt;
&lt;br /&gt;
* Uploads are working again. Using the new CAPS system which should (and seems to) give faster, more reliable uploads&lt;br /&gt;
* Progress bar is broken in this release&lt;br /&gt;
* Uploaded images are added to inventory, permissions are set to full&lt;br /&gt;
* A copy is sent to another avatar if requested&lt;br /&gt;
* Fixed bug with lossless not being turned on or off when the checkbox was clicked sometimes&lt;/div&gt;</summary>
		<author><name>DanielFox Abernathy</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims:_Technical_Explanation&amp;diff=34196</id>
		<title>Talk:Sculpted Prims: Technical Explanation</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims:_Technical_Explanation&amp;diff=34196"/>
		<updated>2007-10-02T21:42:15Z</updated>

		<summary type="html">&lt;p&gt;DanielFox Abernathy: /* Revamping Technical Explanation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rename?=&lt;br /&gt;
&lt;br /&gt;
: Several commenters on the [[Sculpted_Prims#Getting_crowded_here.21_Time_to_branch_off.3F|Sculpted Prims:Talk page]] have suggested renaming this page to facilitate the effort of consolidating and merging all the good stuff from various sculptie-related pages. I think this page could very well stand side by side with the new [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]] page and perhaps be renamed to [[Sculpted Prim Explanation|Sculpted Prims: Under the Hood]]? &amp;lt;br /&amp;gt; &amp;amp;rArr; Rationale: While the FAQ naturally focuses on aggregating all sorts of question, this page could provide the &amp;quot;anchor&amp;quot;, i.e. a detailed technical explanation as well as definitions of technical terms specific to the area of 3D modeling / computer graphics. I think that the beginnings of a Glossary over at [[Sculpted Prims Creators Guide|this page]] could be added to the bottom here, where it could be revised and expanded. Thoughts? &amp;lt;br /&amp;gt; [[User:Yuu Nakamichi|Yuu Nakamichi]] 16:31, 8 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Other Talk=&lt;br /&gt;
&lt;br /&gt;
Eddy - SWEEEET.  SWEEET SWEEET SWEET.  thank you.  --[[User:Qarl Linden|Qarl Linden]] 10:15, 30 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PS: regarding that apple texture - by my estimate that texture has been jpeg encoded at LEAST 4 times - which probably explains why your wireframe is so jaggy.  let me get you an uncompressed version later today.  --[[User:Qarl Linden|Qarl Linden]] 10:15, 30 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
I think I died and went to heaven. Thanks for the explanation about the uvspace and mesh, makes it easier to approximate offline. Seems like all my 3d skills will be finally used in SL, once this feature enters the grid :D --[[User:Hypatia Callisto|Hypatia Callisto]] 16:08, 30 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mmmmm... where can i download this software ? :D [[User:Kerunix Flan|Kerunix Flan]] 08:19, 2 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:[[User:Eddy_Stryker/XNA_Sculptpreview]]&lt;br /&gt;
&lt;br /&gt;
This is a great article which (almost) totally defines how sculpties will work.  Only one question: I don&#039;t understand how the pole points work.  Are all the points in the top and bottom rows collapsed into one point to which all the grid lines from the row above converge?  If so how is this point&#039;s position determined?  Or are an &#039;extra&#039; 2 points added, presumably with mesh lines from every point in the top or bottom row (as appropriate).  In this case, where are the extra points positioned?&lt;br /&gt;
&lt;br /&gt;
:In my program I take the average position of the top and bottom rows and use that as the position for each pole, while keeping the UV coordinates the same. Collapsing the rows seems to have the same results as the SL preview so I&#039;m guessing this is the correct behavior. [[User:Eddy Stryker|Eddy Stryker]] 05:54, 5 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Could I get a clarification on the vertices vs. faces? It sounds like the sculpt map encodes vertices, but a UV map basically blocks off faces right? So let&#039;s say I have a 32x32 checkerboard pattern, and a sculp map that collapses to the 32x32 mesh as explained on this page. Ignoring things like compression artifacts and all that, are the squares of my checkerboard going to map onto the vertices of the sculp map, or is there a shift of some sort to align the texture to the spaces between the vertices? If it&#039;s a direct mapping, how are the poles handled?--[[User:Watermelon Tokyo|Watermelon Tokyo]] 17:04, 24 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
= Not the best explanation :( =&lt;br /&gt;
&lt;br /&gt;
After reading this page (and all the rest), it remains remarkably *unclear* how the visible textures on sculpted prims work, how to actually create a sculpted prim in a 3D program, or how to export them once you have done that.  The page in particular contains endless detail about the theory of using the pixel map as a position map etc., which although interesting is really not useful at all (unless you are foolish enough to attempt to create one by hand in PShop or something) &lt;br /&gt;
&lt;br /&gt;
I also remember LL saying the sculpted prim would not be released into the wild before exporters from popular 3D programs had been created by LL, yet here they are, and there are no exporters in sight and little to no information.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What&#039;s really galling is that most of the references to 3D creation programs in these articles seem to also assume: &lt;br /&gt;
&lt;br /&gt;
- You will be using Maya exclusively.&lt;br /&gt;
&lt;br /&gt;
- You will use Windows (Maya is crap on anything else)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All the veterans of Maya on Windows now have a huge leg up in creating SL objects I suppose. &lt;br /&gt;
Just for giggles though, is it possible that any information exists on how to actually create these suckers in something less proprietary like say ... blender?  I am a smart, capable, experienced SL creator who uses a Mac and in RL I am a sculptor.  I guess the choice to use a Mac leaves me out of everything now? I certainly am not going to learn Windows and Maya just to continue creating objects for SL.  &lt;br /&gt;
&lt;br /&gt;
Sigh. Why did I think it was going to be different this time?&lt;br /&gt;
&lt;br /&gt;
What ever happened to &amp;quot;creating one&#039;s own world&amp;quot;??  Now the creation process is so difficult we will have to buy everything from off-world commercial prim makers that have no interest in playing the game and are only in it for the money.  &lt;br /&gt;
&lt;br /&gt;
Greeeeaatttt! :p&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: First off, all the pages here and most of the tutorials linked to them are being written by other Residents and are majorly works in progress, many in need of fleshing out and a lot of copyediting.  Its barely been a month since sculpties were announced; give us some time for the documentation to mature.&lt;br /&gt;
&lt;br /&gt;
: If you had found [[Sculpted Prims: 3d Software Guide]], you might have noticed that sculpt prim creation methoods &#039;&#039;&#039;do&#039;&#039;&#039; exist for Blender, Wings 3d and several other programs, all of them developed by residents.  LL didn&#039;t say anything about not releasing sculpt prims before they had developed other export methoods.  They did promise support for other programs eventualy, we just beat them to it.&lt;br /&gt;
&lt;br /&gt;
: This particular page is &#039;&#039;supposed&#039;&#039; to be highly technical: it&#039;s aimed at a: people working on creating sculpt prim tools/methoods for their prefered software and/or standalone utilities and b: yes, there are people crazy enough to be [[Sculpt Textures in Paint Programs | editing sculpties in Photoshop]].  This page really does need to be renamed to reflect that. [[User:Elle Pollack|Elle Pollack]] 22:12, 24 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Upto now the biggest issue with this page is that it is inaccurate. As a result most created tools and previewers will make wrong assumptions. I never edited it because I assumed some things would get patched before things went to the live grid. As this hasn&#039;t happened I&#039;ll update the page to more closely reflect what the viewer does. I&#039;m also looking into writing a patch that fixes some annoying side effects of the current implementation. --[[User:Blakar Ogre|Blakar Ogre]] 01:08, 25 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: I&#039;ll ask the obvious question then, directed to the Lindens out there. Where the heck is the official information on how this works? What are the specs that the developers implemented this off? Even if it&#039;s extremely technical, surely this is the best source of info on what is actually going on? Post those design specs (there ARE design specs right? :O)--[[User:Watermelon Tokyo|Watermelon Tokyo]] 07:23, 25 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::: This article was written largely be a Linden. You can look at the source code of one of the exporters that was base on the information from this article. http://forums.secondlife.com/showpost.php?p=1509324&amp;amp;postcount=22 --[[User:Destiny Niles|Destiny Niles]] 08:26, 25 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::: Qarl Linden hasn&#039;t been leaving as many comments on these pages as in the past week or so (someone needs to introduce him to the watchlist) but he checks here when he has time.  He did write most of the FAQ (which was initialy the main sculpted prim artice, the later&#039;s talk page being the most likely place to get his attention directly) but Eddy Stryker wrote the bulk of this article or at least the first draft.  (By the way, Watermellon, have you been introduced to Torley yet? ;) [[User:Elle Pollack|Elle Pollack]] 05:44, 26 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
= Adding Explanation of Each Sculpt Type =&lt;br /&gt;
&lt;br /&gt;
I noticed that when changing the shape through LSL scripts you now add a sculpt type (PLANE, CYLINDER, SPHERE, TORUS). I&#039;ve been able to do some testing and the different types work like this:&lt;br /&gt;
&lt;br /&gt;
*PLANE&lt;br /&gt;
:Like a flat piece of paper twisted and folded into a shape. This seems to be the default type shown in the image preview now. &lt;br /&gt;
&lt;br /&gt;
*CYLINDER&lt;br /&gt;
:The left and right sides of the sculpted are stiched together but top and bottom sides are left unstiched and positioned as encoded.&lt;br /&gt;
&lt;br /&gt;
*SPHERE&lt;br /&gt;
:Sides are stitched together like the Cylinder but the top and bottom sides are pinched together to form points on either end.&lt;br /&gt;
&lt;br /&gt;
From what I can tell it looks like the leftmost pixel on the top and bottom rows determine the location of the &amp;quot;point&amp;quot; or &amp;quot;pole&amp;quot;. The rest of the pixels on the top and bottom rows seem to be ignored.&lt;br /&gt;
&lt;br /&gt;
This is also the default prim type used when one uses the Edit UI to change the prim to a Sculpt type.&lt;br /&gt;
&lt;br /&gt;
*TORUS&lt;br /&gt;
:All sides are stiched together. Left and Right vertices are stiched to one another and the Top and Bottom vertices are stiched together.&lt;br /&gt;
&lt;br /&gt;
Is there any way we can see about adding more details about the different types of sculpted prims and what their uses are? Perhaps some examples of the same sculpt texture but with the different types applied? [[User:Obsidian Stormwind|Obsidian Stormwind]] 15:50, 14 July 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Revamping Technical Explanation ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to completely redo this page if possible, its a bit stale and doesn&#039;t provide as much information as it could. There&#039;s still a lot of confusion about sculpties and how they work and what different topologies mean. I plan to make diagrams of the different topologies, LOD levels, etc, to basically explain as much as possible in visual form (and get rid of that MSpaint diagram up top) .. if anyone has any comments please feel free to share them.&lt;br /&gt;
--[[User:DanielFox Abernathy|DanielFox Abernathy]] 14:42, 2 October 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>DanielFox Abernathy</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims:_Technical_Explanation&amp;diff=34194</id>
		<title>Talk:Sculpted Prims: Technical Explanation</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims:_Technical_Explanation&amp;diff=34194"/>
		<updated>2007-10-02T21:39:27Z</updated>

		<summary type="html">&lt;p&gt;DanielFox Abernathy: Revamping Technical Explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rename?=&lt;br /&gt;
&lt;br /&gt;
: Several commenters on the [[Sculpted_Prims#Getting_crowded_here.21_Time_to_branch_off.3F|Sculpted Prims:Talk page]] have suggested renaming this page to facilitate the effort of consolidating and merging all the good stuff from various sculptie-related pages. I think this page could very well stand side by side with the new [[Sculpted Prims: FAQ|Sculpted Prims: FAQ]] page and perhaps be renamed to [[Sculpted Prim Explanation|Sculpted Prims: Under the Hood]]? &amp;lt;br /&amp;gt; &amp;amp;rArr; Rationale: While the FAQ naturally focuses on aggregating all sorts of question, this page could provide the &amp;quot;anchor&amp;quot;, i.e. a detailed technical explanation as well as definitions of technical terms specific to the area of 3D modeling / computer graphics. I think that the beginnings of a Glossary over at [[Sculpted Prims Creators Guide|this page]] could be added to the bottom here, where it could be revised and expanded. Thoughts? &amp;lt;br /&amp;gt; [[User:Yuu Nakamichi|Yuu Nakamichi]] 16:31, 8 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Other Talk=&lt;br /&gt;
&lt;br /&gt;
Eddy - SWEEEET.  SWEEET SWEEET SWEET.  thank you.  --[[User:Qarl Linden|Qarl Linden]] 10:15, 30 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PS: regarding that apple texture - by my estimate that texture has been jpeg encoded at LEAST 4 times - which probably explains why your wireframe is so jaggy.  let me get you an uncompressed version later today.  --[[User:Qarl Linden|Qarl Linden]] 10:15, 30 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
I think I died and went to heaven. Thanks for the explanation about the uvspace and mesh, makes it easier to approximate offline. Seems like all my 3d skills will be finally used in SL, once this feature enters the grid :D --[[User:Hypatia Callisto|Hypatia Callisto]] 16:08, 30 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mmmmm... where can i download this software ? :D [[User:Kerunix Flan|Kerunix Flan]] 08:19, 2 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:[[User:Eddy_Stryker/XNA_Sculptpreview]]&lt;br /&gt;
&lt;br /&gt;
This is a great article which (almost) totally defines how sculpties will work.  Only one question: I don&#039;t understand how the pole points work.  Are all the points in the top and bottom rows collapsed into one point to which all the grid lines from the row above converge?  If so how is this point&#039;s position determined?  Or are an &#039;extra&#039; 2 points added, presumably with mesh lines from every point in the top or bottom row (as appropriate).  In this case, where are the extra points positioned?&lt;br /&gt;
&lt;br /&gt;
:In my program I take the average position of the top and bottom rows and use that as the position for each pole, while keeping the UV coordinates the same. Collapsing the rows seems to have the same results as the SL preview so I&#039;m guessing this is the correct behavior. [[User:Eddy Stryker|Eddy Stryker]] 05:54, 5 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Could I get a clarification on the vertices vs. faces? It sounds like the sculpt map encodes vertices, but a UV map basically blocks off faces right? So let&#039;s say I have a 32x32 checkerboard pattern, and a sculp map that collapses to the 32x32 mesh as explained on this page. Ignoring things like compression artifacts and all that, are the squares of my checkerboard going to map onto the vertices of the sculp map, or is there a shift of some sort to align the texture to the spaces between the vertices? If it&#039;s a direct mapping, how are the poles handled?--[[User:Watermelon Tokyo|Watermelon Tokyo]] 17:04, 24 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
= Not the best explanation :( =&lt;br /&gt;
&lt;br /&gt;
After reading this page (and all the rest), it remains remarkably *unclear* how the visible textures on sculpted prims work, how to actually create a sculpted prim in a 3D program, or how to export them once you have done that.  The page in particular contains endless detail about the theory of using the pixel map as a position map etc., which although interesting is really not useful at all (unless you are foolish enough to attempt to create one by hand in PShop or something) &lt;br /&gt;
&lt;br /&gt;
I also remember LL saying the sculpted prim would not be released into the wild before exporters from popular 3D programs had been created by LL, yet here they are, and there are no exporters in sight and little to no information.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What&#039;s really galling is that most of the references to 3D creation programs in these articles seem to also assume: &lt;br /&gt;
&lt;br /&gt;
- You will be using Maya exclusively.&lt;br /&gt;
&lt;br /&gt;
- You will use Windows (Maya is crap on anything else)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All the veterans of Maya on Windows now have a huge leg up in creating SL objects I suppose. &lt;br /&gt;
Just for giggles though, is it possible that any information exists on how to actually create these suckers in something less proprietary like say ... blender?  I am a smart, capable, experienced SL creator who uses a Mac and in RL I am a sculptor.  I guess the choice to use a Mac leaves me out of everything now? I certainly am not going to learn Windows and Maya just to continue creating objects for SL.  &lt;br /&gt;
&lt;br /&gt;
Sigh. Why did I think it was going to be different this time?&lt;br /&gt;
&lt;br /&gt;
What ever happened to &amp;quot;creating one&#039;s own world&amp;quot;??  Now the creation process is so difficult we will have to buy everything from off-world commercial prim makers that have no interest in playing the game and are only in it for the money.  &lt;br /&gt;
&lt;br /&gt;
Greeeeaatttt! :p&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: First off, all the pages here and most of the tutorials linked to them are being written by other Residents and are majorly works in progress, many in need of fleshing out and a lot of copyediting.  Its barely been a month since sculpties were announced; give us some time for the documentation to mature.&lt;br /&gt;
&lt;br /&gt;
: If you had found [[Sculpted Prims: 3d Software Guide]], you might have noticed that sculpt prim creation methoods &#039;&#039;&#039;do&#039;&#039;&#039; exist for Blender, Wings 3d and several other programs, all of them developed by residents.  LL didn&#039;t say anything about not releasing sculpt prims before they had developed other export methoods.  They did promise support for other programs eventualy, we just beat them to it.&lt;br /&gt;
&lt;br /&gt;
: This particular page is &#039;&#039;supposed&#039;&#039; to be highly technical: it&#039;s aimed at a: people working on creating sculpt prim tools/methoods for their prefered software and/or standalone utilities and b: yes, there are people crazy enough to be [[Sculpt Textures in Paint Programs | editing sculpties in Photoshop]].  This page really does need to be renamed to reflect that. [[User:Elle Pollack|Elle Pollack]] 22:12, 24 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Upto now the biggest issue with this page is that it is inaccurate. As a result most created tools and previewers will make wrong assumptions. I never edited it because I assumed some things would get patched before things went to the live grid. As this hasn&#039;t happened I&#039;ll update the page to more closely reflect what the viewer does. I&#039;m also looking into writing a patch that fixes some annoying side effects of the current implementation. --[[User:Blakar Ogre|Blakar Ogre]] 01:08, 25 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: I&#039;ll ask the obvious question then, directed to the Lindens out there. Where the heck is the official information on how this works? What are the specs that the developers implemented this off? Even if it&#039;s extremely technical, surely this is the best source of info on what is actually going on? Post those design specs (there ARE design specs right? :O)--[[User:Watermelon Tokyo|Watermelon Tokyo]] 07:23, 25 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::: This article was written largely be a Linden. You can look at the source code of one of the exporters that was base on the information from this article. http://forums.secondlife.com/showpost.php?p=1509324&amp;amp;postcount=22 --[[User:Destiny Niles|Destiny Niles]] 08:26, 25 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::: Qarl Linden hasn&#039;t been leaving as many comments on these pages as in the past week or so (someone needs to introduce him to the watchlist) but he checks here when he has time.  He did write most of the FAQ (which was initialy the main sculpted prim artice, the later&#039;s talk page being the most likely place to get his attention directly) but Eddy Stryker wrote the bulk of this article or at least the first draft.  (By the way, Watermellon, have you been introduced to Torley yet? ;) [[User:Elle Pollack|Elle Pollack]] 05:44, 26 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
= Adding Explanation of Each Sculpt Type =&lt;br /&gt;
&lt;br /&gt;
I noticed that when changing the shape through LSL scripts you now add a sculpt type (PLANE, CYLINDER, SPHERE, TORUS). I&#039;ve been able to do some testing and the different types work like this:&lt;br /&gt;
&lt;br /&gt;
*PLANE&lt;br /&gt;
:Like a flat piece of paper twisted and folded into a shape. This seems to be the default type shown in the image preview now. &lt;br /&gt;
&lt;br /&gt;
*CYLINDER&lt;br /&gt;
:The left and right sides of the sculpted are stiched together but top and bottom sides are left unstiched and positioned as encoded.&lt;br /&gt;
&lt;br /&gt;
*SPHERE&lt;br /&gt;
:Sides are stitched together like the Cylinder but the top and bottom sides are pinched together to form points on either end.&lt;br /&gt;
&lt;br /&gt;
From what I can tell it looks like the leftmost pixel on the top and bottom rows determine the location of the &amp;quot;point&amp;quot; or &amp;quot;pole&amp;quot;. The rest of the pixels on the top and bottom rows seem to be ignored.&lt;br /&gt;
&lt;br /&gt;
This is also the default prim type used when one uses the Edit UI to change the prim to a Sculpt type.&lt;br /&gt;
&lt;br /&gt;
*TORUS&lt;br /&gt;
:All sides are stiched together. Left and Right vertices are stiched to one another and the Top and Bottom vertices are stiched together.&lt;br /&gt;
&lt;br /&gt;
Is there any way we can see about adding more details about the different types of sculpted prims and what their uses are? Perhaps some examples of the same sculpt texture but with the different types applied? [[User:Obsidian Stormwind|Obsidian Stormwind]] 15:50, 14 July 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Revamping Technical Explanation ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to completely redo this page if possible, its a bit stale and doesn&#039;t provide as much information as it could. There&#039;s still a lot of confusion about sculpties and how they work and what different topologies mean. I plan to make diagrams of the different topologies, LOD levels, etc, to basically explain as much as possible in visual form (and get rid of that MSpaint diagram up top) .. if anyone has any comments please feel free to share them.&lt;/div&gt;</summary>
		<author><name>DanielFox Abernathy</name></author>
	</entry>
</feed>