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		<id>https://wiki.secondlife.com/w/index.php?title=Advanced_Sculptie_Exporter_From_Maya&amp;diff=24348</id>
		<title>Advanced Sculptie Exporter From Maya</title>
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		<updated>2007-06-24T23:57:57Z</updated>

		<summary type="html">&lt;p&gt;Danneskjold Xi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Qlab_ant.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(this is bare bones template for communal work - please, PLEASE, feel free to rewrite every word here.  in fact, the first person to do a major clean-up becomes my new best buddy.  an original copy of the tutorial (complete with graphics and witty banter) is available at [http://www.qarl.com/qLab/?p=49 qLab] ALSO - if you feel so inclined, feel free to improve upon the codebase.) --[[User:Qarl Linden|Qarl Linden]] 09:53, 21 June 2007 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:Qlab_maya.jpg|150px|left]]&lt;br /&gt;
&lt;br /&gt;
The idea here is to take an entire Maya scene, modeled with NURBS, and import it directly into Second Life complete with surface textures, baked lighting and all position/scale/rotation information. It builds upon the maya exporter we released with the initial sculptie launch.&lt;br /&gt;
&lt;br /&gt;
First-up in an example Maya scene:  here we have a generous contribution from Bret St. Clair, his ant: [http://www.qarl.com/qLab/pile/ant/ant.ma ant.ma]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
: (can we store these files in the wiki itself, so that they too can be modified?)&lt;br /&gt;
:: (script is too big for wiki page, otherwise this link would work [http://wiki.secondlife.com/w/index.php?action=raw&amp;amp;ctype=text/javascript&amp;amp;dontcountme=s&amp;amp;title=Advanced_Sculptie_Exporter_From_Maya/ant.ma ant.ma] - Dz)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Maya Scripts ==&lt;br /&gt;
[[Image:Qlab sculpt.jpg|150px|left]]&lt;br /&gt;
&lt;br /&gt;
With the maya scene open, now execute this mel script: [http://www.qarl.com/qLab/pile/ant/sculpt.mel sculpt.mel]&lt;br /&gt;
&lt;br /&gt;
The option to &amp;quot;Bake surface textures&amp;quot; will do just that - create one surface texture per prim, to be applied later. Unfortunately, our Maya ant has no interesting textures (he&#039;s white) but we do capture his lighting (and shadows). You also want to click &amp;quot;Generate Primscript,&amp;quot; which creates a file describing the scene.&lt;br /&gt;
&lt;br /&gt;
== In-world Scripts ==&lt;br /&gt;
The next bit is tedious. First, create a prim called &amp;quot;qDynaPrim&amp;quot;. Into this, place all the textures above together with the following scripts: &lt;br /&gt;
&lt;br /&gt;
* [http://www.qarl.com/qLab/pile/ant/prim prim]&lt;br /&gt;
* [http://www.qarl.com/qLab/pile/ant/texture texture]&lt;br /&gt;
* [http://www.qarl.com/qLab/pile/ant/transform transform]&lt;br /&gt;
* [http://www.qarl.com/qLab/pile/ant/shape shape]&lt;br /&gt;
&lt;br /&gt;
(These scripts were generated with the qLab assembler - which may explain why they look a bit funny.)&lt;br /&gt;
&lt;br /&gt;
Now create another prim and call it &amp;quot;ant maker&amp;quot; (this name isn&#039;t terribly important) and put the &amp;quot;qDynaPrim&amp;quot; into it (THIS name is important). Put the [http://www.qarl.com/qLab/pile/ant/primscript prim script] into it, also.&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;primscript&amp;quot; will read your primscript file - rez copies of the &amp;quot;qDynaPrim&amp;quot; - and send them commands to control their shape/position/appearance.&lt;br /&gt;
&lt;br /&gt;
Now you need only to invoke the primscript command (which listens on channel 500). Create a notecard containing the primscript, get its UUID, and say:&lt;br /&gt;
&amp;lt;pre&amp;gt;/500 primscript -script 32fad6a2-630e-aaf0-2659-817ea00b1052&amp;lt;/pre&amp;gt;&lt;br /&gt;
Of course, you&#039;ll want to replace that UUID with your own - especially if you want to make something OTHER than ants.&lt;br /&gt;
&lt;br /&gt;
Hope you enjoy.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qlab_bad_ant.jpg]]&lt;br /&gt;
&lt;br /&gt;
(There appears to be a problem with the checkbox for &amp;quot;Generate primscript&amp;quot; on Maya 8.5 on Win32.  One solution is to set $generate_primscript to 1 manually in the script.)&lt;/div&gt;</summary>
		<author><name>Danneskjold Xi</name></author>
	</entry>
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