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	<updated>2026-07-03T10:07:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims:_Sculpt_Maps_and_Textures&amp;diff=20693</id>
		<title>Talk:Sculpted Prims: Sculpt Maps and Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_Prims:_Sculpt_Maps_and_Textures&amp;diff=20693"/>
		<updated>2007-05-17T22:12:55Z</updated>

		<summary type="html">&lt;p&gt;Logan Bauer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;; Rename?&lt;br /&gt;
&lt;br /&gt;
: I suggest to merge this page with the similar effort at [[Sharing_sculpt_maps_and_textures]] and perhaps rename it to [[Sculpted Prims Textures|Sculpted Prims: Sculpt Maps]] or [[Sculpted Prims Textures|Sculpted Prims: Sculpt Maps and Textures]]. Objections? [[User:Yuu Nakamichi|Yuu Nakamichi]] 16:42, 8 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
... are these &amp;quot;surface normal&amp;quot; images the same as &amp;quot;sculpt textures&amp;quot;? The description of RGB--&amp;gt;XYZ suggests otherwise... --&amp;gt; davan camus&lt;br /&gt;
&lt;br /&gt;
:I believe so, however the image is very large and should be 64x64 to reduce the complexity -- Dedric Mauriac&lt;br /&gt;
&lt;br /&gt;
::I do not believe that this is a valid conversion as it doesn&#039;t use the entire image (shouldn&#039;t have black areas). -- [[User:Strife Onizuka|Strife Onizuka]] 06:04, 3 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::I removed the image and added the ones from the samples provided. --[[User:Dedric Mauriac|Dedric Mauriac]] 07:48, 3 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Nice table *considers using that style elsewhere on the wiki* -- [[User:Strife Onizuka|Strife Onizuka]] 19:29, 9 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
If someone could please remove the 2 &amp;quot;rounded cube&amp;quot; images (I accidentally uploaded the first rounded cube and juicer twice), and the comment now labeled &amp;quot;authors note&amp;quot; which isn&#039;t really relevant now having seen them on the preview grid.  I&#039;d try to do this myself but don&#039;t want to end up messing something up. &amp;gt;_&amp;lt; --[[User:Logan Bauer|Logan Bauer]] 15:12, 17 May 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Logan Bauer</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims&amp;diff=20237</id>
		<title>Sculpted Prims</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims&amp;diff=20237"/>
		<updated>2007-05-09T22:17:19Z</updated>

		<summary type="html">&lt;p&gt;Logan Bauer: /* FAQ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Sculpted_Fruit.jpg | thumb]]&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: What is a sculpted prim?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: A &amp;quot;sculpted prim&amp;quot; is a prim whose shape is determined by a texture - its &amp;quot;sculpt texture&amp;quot;. Sculpted prims can create organic shapes that are not&lt;br /&gt;
currently possible with Second Life&#039;s prim system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: What is a sculpt texture?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: A sculpt texture is a standard RGB texture where the R, G, and B channels are mapped onto X, Y, and Z space. For those familiar with&lt;br /&gt;
computer graphics - a sculpt texture is very similar to a [http://en.wikipedia.org/wiki/Normal_mapping normal map], but instead of encoding surface normals we encode surface positions.&lt;br /&gt;
They are also similar to [http://en.wikipedia.org/wiki/Displacement_mapping displacement maps], but instead of a single scalar distance we have three values (for each of X, Y, and Z.) They&lt;br /&gt;
are also very similar to [http://en.wikipedia.org/wiki/Parametric_surface parametric] (e.g. [http://en.wikipedia.org/wiki/NURBS nurbs]) surfaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Where can I get free sculpt textures?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: [[Sculpted Prims Textures | Here]], and [[Sharing sculpt maps and textures | Here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: How can I make a sculpt texture?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: The easiest way is to create a model in an external 3d package and use an exporter. We provide an exporter for [http://en.wikipedia.org/wiki/Maya_%28software%29 Maya], and hopefully&lt;br /&gt;
exporters for [http://en.wikipedia.org/wiki/3D_Studio_Max 3ds Max], [http://en.wikipedia.org/wiki/Blender_%28software%29 Blender], and [http://en.wikipedia.org/wiki/Pixologic ZBrush] will be available soon. We also have plans to provide a sculpt editor within the Second Life viewer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: How detailed can a sculpted prim be?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: Our current implementation samples the sculpt texture by different amounts depending on level of detail (LOD.) Prims which are&lt;br /&gt;
close to the camera get a 32x32 grid of vertices, which drops to 16x16 grid as the prim moves away from camera, and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: But why use textures (images) to encode shapes?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: Because there are a myriad of existing tools for handling images. Image compression, streaming, progressive loading,&lt;br /&gt;
and animation are all well-explored problems. For example - we could create a quicktime stream which fades from one sculpt texture to another - attached to a sculpted prim, the prim would &amp;quot;morph&amp;quot; from one shape to the other.  Or, as another example - it would be easy to have a flash animation generate a sculpted prim - and when a resident touches a spot on its&lt;br /&gt;
surface, the shape could wiggle and ripple appropriately.  This is the direction we are headed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: How big should my sculpt textures be?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: We recommend you use a 64 by 64 pixel image. More data is really unnecessary - less can result in bad sampling when the sculpted prim changes LOD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: How do sculpted prims work in the physics engine?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: Currently, sculpted prims are approximated by a lopsided sphere having roughly the same size as the sculpted prim.  In the future we may provide a more exact representation to the physics engine - thereby providing more realistic movement/collisions for sculpted prims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: How do i use the Maya exporter?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: Go to [[llSculpt_mel|this page]] and copy the text of the script.&lt;br /&gt;
Paste it into your Maya script editor, and optionally drag it into a button on your tool bar.  When the script is run, it&lt;br /&gt;
will pop-up a dialog box of options.  Select which shapes you wish to export and press the &amp;quot;Export&amp;quot; button.  The ideal&lt;br /&gt;
candidate for export is a nurbs surface with no more than 16 isoparms per direction.  You may also export polygon meshes - but you must first ensure the poly-mesh has a PERFECT uv space (it must cover the entire surface, and the space must have no holes.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: The video shows a lot of smooth prims. Will we be able to make sharp corners and angles?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: Similar to NURBS surfaces - a sculpted prim can have a defined edge by dedicating more control points to that area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Will we be able to make flexi sculpted prims?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: Not in this version - this is planned future work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Will I still be able to texture a sculpted prim like a regular one?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: Yes - each sculpted prim has one texture face.  The texture space of a sculpted prim is defined by the sculpt texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: This sounds like it might take some extra processing power - will there be limits or can I have 15000 sculpted prims per sim?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: Sculpted prims have the same rendering &amp;quot;weight&amp;quot; as a hollow torus prim.  So no, they aren&#039;t more expensive to render, and you&#039;ll be able to fill your sim, if you like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: is this technology available in the viewer now? if so.. how can I play with this feature? I can&#039;t find it!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: Sculpted Prims are available on the preview grid now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Approx when might this be available on the main grid, standard viewer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: We sincerely hope to have sculpted prims onto the main grid within the next two months - but ultimately this will depend on the number of bugs we find and other external factors.&lt;br /&gt;
::The tentative dated is Wednesday, May 23rd http://blog.secondlife.com/2007/05/04/preview-of-second-life-116-on-the-beta-test-grid-sculpties/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: What will be the associated LSL functions and PrimitiveParams arguments ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: Sculpted prims can be defined via LSL using the llSetPrimitiveParams() call like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, &amp;quot;texture-name-or-uuid&amp;quot;]);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Around how long until you have an export script for Blender?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: Eddy Stryker has created a &amp;quot;manual&amp;quot; export method for Blender.  Amanda Levitsky has a Blender export tutorial [http://amandalevitsky.googlepages.com/sculptedprims here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Are there any size or distance restrictions on sculpture size?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: Sculpted Prims use the same position, rotation, and size parameters that a normal prim has.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Can huge prims be used to make huge sculpties ?&lt;br /&gt;
&lt;br /&gt;
A: Yes, see this snapshot : [http://wiki.secondlife.com/wiki/Image:Megapple.jpg megapple]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: What 3d software can be used for sculpted prims/Will there be an exporter for Program X/Is there free or cheep software to make sculpties with?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: Check out the ongoing discussion [[Talk:Sculpted_Prims#3D_Programs_for_the_Rich_and...the_not_so_Rich. | here]] which includes links and information about several 3d programs and support for them, both free and not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Can I make sculpt textures in Photoshop or other paint programs?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A: Not easily, but with a technical understanding of sculpt textures it is possible to manipulate them.  Check out the ongoing talk page discussions [[Talk:Sculpted_Prims#.22Annoying.22_Questions | here]],[[Talk:Sculpted_Prims#Trying_to_clarify_how_this_works.. | here]], and [http://wiki.secondlife.com/wiki/Sculpt_Textures_in_Paint_Programs here].&lt;br /&gt;
&lt;br /&gt;
[[Category:Sculpted Prims]]&lt;/div&gt;</summary>
		<author><name>Logan Bauer</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:Rounded_cube.jpg&amp;diff=19751</id>
		<title>File:Rounded cube.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:Rounded_cube.jpg&amp;diff=19751"/>
		<updated>2007-05-05T02:02:31Z</updated>

		<summary type="html">&lt;p&gt;Logan Bauer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Logan Bauer</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_Sculpt_Maps_and_Textures&amp;diff=19750</id>
		<title>Sculpted Prims: Sculpt Maps and Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_Sculpt_Maps_and_Textures&amp;diff=19750"/>
		<updated>2007-05-05T02:01:59Z</updated>

		<summary type="html">&lt;p&gt;Logan Bauer: /* Misc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some Normal Maps&lt;br /&gt;
&lt;br /&gt;
A pack of sculpture maps available for download: [http://www.jhurliman.org/download/sculpt-tests.zip sculpt-tests.zip]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Simple Prims ==&lt;br /&gt;
&lt;br /&gt;
Cube [[Image:sculpt-cube.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plate of fruit ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Sculpted_Fruit.jpg|thumb|Original sceen introducing sculpted prims]]&lt;br /&gt;
&lt;br /&gt;
Apple [[Image:sculpt-apple1.jpg]]&lt;br /&gt;
Banana [[Image:sculpt-banana1.jpg]]&lt;br /&gt;
Apple Stem [[Image:sculpt-stem1.jpg]]&lt;br /&gt;
Plate [[Image:sculpt-plate.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
S [[Image:sculpt-s.jpg]]&lt;br /&gt;
Test [[Image:sculpt-test01.jpg]]&lt;br /&gt;
&lt;br /&gt;
Juicer [[Image:juicer.jpg]]Rough chamfered cube* [[Image:rounded cube.jpg]]&lt;br /&gt;
*(made with the vertices all bunched up at the round parts to show more rounded detail, hopefully they&#039;ll look very smooth with a plain color or low-detail texture applied, I think a detailed texture would have the detail stretched across the flat parts with this one)&lt;/div&gt;</summary>
		<author><name>Logan Bauer</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:Juicer.jpg&amp;diff=19749</id>
		<title>File:Juicer.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:Juicer.jpg&amp;diff=19749"/>
		<updated>2007-05-05T02:01:09Z</updated>

		<summary type="html">&lt;p&gt;Logan Bauer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Logan Bauer</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_Sculpt_Maps_and_Textures&amp;diff=19748</id>
		<title>Sculpted Prims: Sculpt Maps and Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_Sculpt_Maps_and_Textures&amp;diff=19748"/>
		<updated>2007-05-05T02:00:57Z</updated>

		<summary type="html">&lt;p&gt;Logan Bauer: /* Misc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some Normal Maps&lt;br /&gt;
&lt;br /&gt;
A pack of sculpture maps available for download: [http://www.jhurliman.org/download/sculpt-tests.zip sculpt-tests.zip]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Simple Prims ==&lt;br /&gt;
&lt;br /&gt;
Cube [[Image:sculpt-cube.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plate of fruit ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Sculpted_Fruit.jpg|thumb|Original sceen introducing sculpted prims]]&lt;br /&gt;
&lt;br /&gt;
Apple [[Image:sculpt-apple1.jpg]]&lt;br /&gt;
Banana [[Image:sculpt-banana1.jpg]]&lt;br /&gt;
Apple Stem [[Image:sculpt-stem1.jpg]]&lt;br /&gt;
Plate [[Image:sculpt-plate.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
S [[Image:sculpt-s.jpg]]&lt;br /&gt;
Test [[Image:sculpt-test01.jpg]]&lt;br /&gt;
&lt;br /&gt;
Juicer [[Image:juicer.jpg]]Rough chamfered cube* [[Image:round cube.jpg]]&lt;br /&gt;
*(made with the vertices all bunched up at the round parts to show more rounded detail, hopefully they&#039;ll look very smooth with a plain color or low-detail texture applied, I think a detailed texture would have the detail stretched across the flat parts with this one)&lt;/div&gt;</summary>
		<author><name>Logan Bauer</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:Round_cube.jpg&amp;diff=19747</id>
		<title>File:Round cube.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:Round_cube.jpg&amp;diff=19747"/>
		<updated>2007-05-05T01:59:37Z</updated>

		<summary type="html">&lt;p&gt;Logan Bauer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Logan Bauer</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_Sculpt_Maps_and_Textures&amp;diff=19746</id>
		<title>Sculpted Prims: Sculpt Maps and Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Sculpted_Prims:_Sculpt_Maps_and_Textures&amp;diff=19746"/>
		<updated>2007-05-05T01:59:20Z</updated>

		<summary type="html">&lt;p&gt;Logan Bauer: /* Misc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some Normal Maps&lt;br /&gt;
&lt;br /&gt;
A pack of sculpture maps available for download: [http://www.jhurliman.org/download/sculpt-tests.zip sculpt-tests.zip]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Simple Prims ==&lt;br /&gt;
&lt;br /&gt;
Cube [[Image:sculpt-cube.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plate of fruit ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Sculpted_Fruit.jpg|thumb|Original sceen introducing sculpted prims]]&lt;br /&gt;
&lt;br /&gt;
Apple [[Image:sculpt-apple1.jpg]]&lt;br /&gt;
Banana [[Image:sculpt-banana1.jpg]]&lt;br /&gt;
Apple Stem [[Image:sculpt-stem1.jpg]]&lt;br /&gt;
Plate [[Image:sculpt-plate.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
S [[Image:sculpt-s.jpg]]&lt;br /&gt;
Test [[Image:sculpt-test01.jpg]]&lt;br /&gt;
&lt;br /&gt;
Juicer [[Image:round cube.jpg]]&lt;br /&gt;
&lt;br /&gt;
Rough chamfered cube* [[Image:round cube.jpg]]&lt;br /&gt;
*(made with the vertices all bunched up at the round parts to show more rounded detail, hopefully they&#039;ll look very smooth with a plain color or low-detail texture applied, I think a detailed texture would have the detail stretched across the flat parts with this one)&lt;/div&gt;</summary>
		<author><name>Logan Bauer</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_prim&amp;diff=19055</id>
		<title>Talk:Sculpted prim</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_prim&amp;diff=19055"/>
		<updated>2007-04-28T20:09:34Z</updated>

		<summary type="html">&lt;p&gt;Logan Bauer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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. -- [[User:Strife Onizuka|Strife Onizuka]] 12:04, 27 April 2007 (PDT)&lt;br /&gt;
:[http://blog.secondlife.com/2007/04/27/the-advent-of-an-illustrious-age-of-sculpted-prims/]&lt;br /&gt;
:Woot ^_^ thx. -- [[User:Strife Onizuka|Strife Onizuka]] 14:45, 27 April 2007 (PDT)&lt;br /&gt;
:/me adds additional &#039;&#039;&#039;&#039;&#039;Woot!&#039;&#039;&#039;&#039;&#039; ;-P --[[User:Alison Wheels|AlisonW]] 15:42, 27 April 2007 (PDT)&lt;br /&gt;
:The textures for the shapes shown in the demo are posted in Torley&#039;s flikr stream. [http://www.flickr.com/photos/torley/474819873/in/photostream/]  I haven&#039;t got Maya but I&#039;m making a few basic architectural elements in 3ds Max, I can post them here if anyone wants to convert and play with them. [[User:Elle Pollack|Elle Pollack]] 17:10, 27 April 2007 (PDT)&lt;br /&gt;
:Will the Maya exporter work with Maya Personal Learning Edition? [http://usa.autodesk.com/adsk/servlet/index?siteID=123112&amp;amp;id=7639525] --[[User:Kamilion Schnook|Kamilion]]&lt;br /&gt;
&lt;br /&gt;
haven&#039;t tried it - but i believe the personal edition puts gaudy maya watermarks on images - which would definitely cause sculpties grief... but this isn&#039;t a typical rendering, so perhaps not.  worth an experiment.  --[[User:Qarl Linden|Qarl Linden]] 09:58, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Hi, I just tried it and and it does unfortunately watermark the resulting image with the free edition.  (P.S. Even so, still, WOOOT!!! :))  --[[User:Logan Bauer|Logan Bauer]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[User:Strife Onizuka|Strife&#039;s]] Observations ==&lt;br /&gt;
&lt;br /&gt;
I&#039;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.&lt;br /&gt;
&lt;br /&gt;
* I&#039;m a little fuzzy on this part. It&#039;s on or the other&amp;lt;br/&amp;gt;A)The values are centered so if you want a small dot you have to use an image that 127 or 128 grey.&amp;lt;br/&amp;gt;&amp;lt;s&amp;gt;B)The values are related to the base sphere.&amp;lt;/s&amp;gt;&lt;br /&gt;
* The default shape is a sphere half the prim size.&lt;br /&gt;
* I think the bounding box is the size of the base sphere, meaning the mesh can be 3 times larger then it&#039;s bounding box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Strife - the answer is A - point position is relative to the origin - scaled by the prim size.  --[[User:Qarl Linden|Qarl Linden]] 19:49, 27 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Ah good thats what I thought but was getting confused by some of the images i was looking at. If this is the case it shouldn&#039;t be too hard to build a modeling tool in C#. -- [[User:Strife Onizuka|Strife Onizuka]] 08:06, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
So the form is defined by the vectors from the origin and assumes a closed shape. What about a non-closed surface? We don&#039;t have prims which are Planes, but there&#039;s been arguably little need. Now such a primitive would allow more highly-detailed models which don&#039;t require closed forms (e.g. sheetmetal shapes for vehicles). Any plans on adding such a Prim to the library? -- [[User: Csven Concord|Csven Concord]] 09:12, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
yes, rev 2 will include &amp;quot;plane-like&amp;quot;, &amp;quot;cylinder-like&amp;quot; and &amp;quot;torus-like&amp;quot; shapes, to compliment the &amp;quot;sphere-like&amp;quot; shape.  (basically, all permutations of open/closed on the ends.) --[[User:Qarl Linden|Qarl Linden]] 09:39, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== LSL functionality? ==&lt;br /&gt;
&lt;br /&gt;
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 &#039;hard&#039; or &#039;smooth&#039; morph).&lt;br /&gt;
&lt;br /&gt;
I definitely like the idea of sculpted prims.   However--&lt;br /&gt;
&lt;br /&gt;
1) LL should embrace open source/cross-platform solutions.  Embracing Maya first (as one of the most expensive platforms) seems out of place.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;sculpted prim&amp;quot; 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 &amp;quot;normal&amp;quot; maps for SL.&lt;br /&gt;
&lt;br /&gt;
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&#039;re looking at some level of subdivision of a single cube --perhaps 8x8x8 that is then deformed by the maps.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-As I understand it, they did maya first because that&#039;s what Qarl knows how to do.  He learned the think while working on the 2nd and 3rd Matrix movies. [[User:Elle Pollack|Elle Pollack]] 18:17, 27 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
right you are, Elle.  --[[User:Qarl Linden|Qarl Linden]] 19:51, 27 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== PRIM_TYPE_SCULPTED ==&lt;br /&gt;
How about a PRIM_TYPE_SCULPTED paramater for the ll([[llGetPrimitiveParams|Get]]|[[llSetPrimitiveParams|Set]]|[[llSetLinkPrimitiveParams|SetLink]])PrimitiveParams functions?&amp;lt;br/&amp;gt;&lt;br /&gt;
Syntax for Set: [PRIM_TYPE_SCULPTED, key sculp_texture]&lt;br /&gt;
-- [[User:Strife Onizuka|Strife Onizuka]]&lt;br /&gt;
&lt;br /&gt;
that is exactly what we&#039;ve done.  --[[User:Qarl Linden|Qarl Linden]] 19:51, 27 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Sculpt Texture ==&lt;br /&gt;
As a graphic artist, I&#039;d like to do thing manually on Photoshop for finer details when need to do quick minor changes.&amp;lt;br&amp;gt;&lt;br /&gt;
Can you tell what each color and greyscale value by pixels actually do to each mech points? --[[User:Vincent Nacon|Vincent Nacon]] 21:00, 27 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
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. [[User:Eddy Stryker|Eddy Stryker]] 21:17, 27 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
That I did understand, but I really want to go into great depth of understanding it. I like facing challenge when I can&#039;t use 3D Max, Lightwave, or even Maya. ;)&lt;br /&gt;
&amp;lt;br&amp;gt;(I don&#039;t even like Zbrush O-o, those are more for bumpmapping and texture skin.) --[[User:Vincent Nacon|Vincent Nacon]] 22:21, 27 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Zbrush is for way more than texturing - I make all my mesh morphs with it and it&#039;s what I originally bought it for. Only when I started playing SL heavily did I start using it more for texturing :D  Actually, this is really a lot like how the pixols in Zbrush work, I sometimes start with a Zsphere and just start sculpting with my tablet. Can&#039;t wait to get a Zbrush export - I&#039;m drooling to get my hands on this feature. I&#039;m starting right now on making zsphere stuff in the anticipation of making them into prims :D --[[User:Hypatia Callisto|Hypatia Callisto]] 07:48, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;ld like to make my in-world tool compatible with this type of prim, is there a sculpt texture &#039;&#039;&#039;UUID&#039;&#039;&#039; available on the main grid ? - the default one would be perfect.--[[User:Simil Miles|Simil Miles]] 23:33, 27 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Torley has been putting textures online somewhere... not sure where... --[[User:Qarl Linden|Qarl Linden]] 09:41, 28 April 2007 (PDT)&lt;br /&gt;
- On her flikr stream.  See the link I did way at the top of this page.  [[User:Elle Pollack|Elle Pollack]] 10:19, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Will we be able to preview rendered sculpted prims ? (Don&#039;t want to waste L$10 on every fix)--[[User:Simil Miles|Simil Miles]] 06:20, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
yes, the texture upload preview has a &amp;quot;sculpted prim&amp;quot; mode.  --[[User:Qarl Linden|Qarl Linden]] 09:41, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Caligari Truespace Support ==&lt;br /&gt;
&lt;br /&gt;
In considering programs to offer export support for, is there any chance of offering support for Caligari Truespace [http://www.caligari.com/Products/trueSpace/tS75/brochure/intro.asp?Cate=BIntro]? It is priced much more in reach for the average users than 3d Studio Max/Maya, and is not as esoteric as Blender. [[User:Cristiano Midnight|Cristiano Midnight]] 21:12, 27 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
these exporters are really easy to create - basically if your program has a normal-map generator (most do) it&#039;s a simple mod to make a sculpt exporter.  so i challenge YOU Cristiano to make the truespace exporter.  :)  --[[User:Qarl Linden|Qarl Linden]] 09:43, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Vincent&#039;s &amp;quot;Annoying&amp;quot; Questions ==&lt;br /&gt;
&lt;br /&gt;
* Distance from prim center is no more than 5m? (10m from side to side.)&lt;br /&gt;
&lt;br /&gt;
yes.  --[[User:Qarl Linden|Qarl Linden]] 09:52, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
* No hollow and holes or even cuts?&lt;br /&gt;
&lt;br /&gt;
see my comment above about the future &amp;quot;torus-like&amp;quot; topology.  rev2.  --[[User:Qarl Linden|Qarl Linden]] 09:52, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
* No Custom UV mapping for the (image, not model)texture itself? (unless given from plugins)&lt;br /&gt;
&lt;br /&gt;
well - depends on what you mean.  you can still use the texture scale/rotate/offset controls to position the textures.  but no - the sculpt texture itself defines the texture space, if you know what i mean.  --[[User:Qarl Linden|Qarl Linden]] 09:52, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
-- I&#039;m wondering about this too...I think it boils down to if you have UV map data in a model and you export it into the (what are we officialy calling them, sculpt maps?), is the UV mapping preserved? [[User:Elle Pollack|Elle Pollack]] 11:50, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Mass?&lt;br /&gt;
&lt;br /&gt;
similar to physics - the sculpties are approximated on the server as a flattened sphere.  so whatever mass that produces is what the sculpties will have.  (again - we&#039;re considering how to put sculpties into the physics engine - we&#039;ve done tests and they work well - there&#039;s just the unpleasant need to have sims load textures.)  --[[User:Qarl Linden|Qarl Linden]] 09:52, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Setting to place prim&#039;s center-point offset? (doors that rotate at one side instead of from the center)&lt;br /&gt;
&lt;br /&gt;
ah - interesting.  perhaps, yes.  in the meantime - your exporter can be modified to produce a door which isn&#039;t centered.  or sheesh - this kind of thing might be possible by photoshopping the sculpt texture... hm.   --[[User:Qarl Linden|Qarl Linden]] 09:52, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Allows flexiable? (I doubt it anyway) &#039;&#039;this was answered in the faq, flexiprims will be implemented, just not in the first release.&#039;&#039;[[User:Charismo Abismo|Charismo Abismo]] 08:04, 28 April 2007 (PDT) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
yes, we&#039;re thinking about how to do the flexible version.  currently - flexible objects have a 1-dimensional spine that drives their motion - i&#039;d like to make the sculpties a 2d spring system (if possible.)  also - we have this unused alpha channel, which would be perfect for adding flexi information (how stiff/springing is this section of the object, etc.)  --[[User:Qarl Linden|Qarl Linden]] 09:52, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
(Don&#039;t hate me for these questions....  can&#039;t wait, it&#039;s driving me nut O_o.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:I know of three perfectly free modellers that run on many platforms: Blender, Google&#039;s SketchUp, and the open source Wings3D which I use with X-Plane. It would help the &amp;quot;pennyless&amp;quot; content makers tremendously to have exporters for these.&lt;br /&gt;
&lt;br /&gt;
- I&#039;m not sure if Sketchup has the functionality required for this sort of thing.  It can do plugins (Python, IIRC) , but it doesn&#039;t have much in the line of map rendering and export of non-native formats except maybe for .jpg renders is tied to having the paid &amp;quot;Pro&amp;quot; version.  There might be importers for skp files into other programs.  Might. [[User:Elle Pollack|Elle Pollack]] 12:05, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;: Also: what is the absolute biggest size a sculpted prim can reach ? 10 m ? 30 m ? 5 or 15 m from the origin ?&amp;lt;/s&amp;gt; Anwsered: 10m from side to side, 5m from center.&lt;br /&gt;
&lt;br /&gt;
==Test Fodder for the Maya Plugin==&lt;br /&gt;
In the wild, under Creative Commons: http://www.themindstream.net/slmodels/ - 3 objects (one in 3 parts) with possibly more to come&lt;br /&gt;
I&#039;m still in a technical &amp;quot;out of SL indfinately because of computer issues&amp;quot; mode, so if any of these make it as far as Preview, I want screenshots!&lt;br /&gt;
If there&#039;s an issue with any of the models that prevents their working, IM me through SL with details. (I still get and can respond to those).&lt;br /&gt;
[[User:Elle Pollack|Elle Pollack]] 23:58, 27 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
ah nice.  i didn&#039;t look closely - but remember you REALLY want to use single NURBS surfaces for your models - otherwise the conversion process can be painful.  --[[User:Qarl Linden|Qarl Linden]] 09:56, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
I shall have to learn myself some NURBS than...s&#039;what I get for being a novice game modeler.  I did try to follow the guidelines for polygon objects mentioned in the FAQ.  However they&#039;ll still be usefull for testing, the process of figuring out what works and what doesn&#039;t. [[User:Elle Pollack|Elle Pollack]] 10:23, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== MEL Broken? ==&lt;br /&gt;
&lt;br /&gt;
has anybody got the script up and running? I am having trouble with it. pasted it but I am getting syntax errors all the way: &lt;br /&gt;
&lt;br /&gt;
// Error: 	if (size($parents)†!= 0) //&lt;br /&gt;
// Error: Syntax error //&lt;br /&gt;
&lt;br /&gt;
Have no idea what to do. This is definitely a revolution. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ok, I have it, the cross has to go. I&#039;m not sure how that works in this Wiki or any Wiki for that matter but it would be good to be able to edit the MEL. Managed to generate one of those colour depth maps (or whatever they are called) this is looking fantastic! :-)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
hmmm... didn&#039;t see that plus-sign in the wiki page - perhaps your cut/paste had a problem?  (line break, etc?)  --[[User:Qarl Linden|Qarl Linden]] 09:57, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error in the mel - or not? ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I got this error when executing the mel script:&lt;br /&gt;
&lt;br /&gt;
exporting sculpt map for nurbsCylinder1 into file simple_column.bmp&lt;br /&gt;
// Error: Object list must contain a surface and a texture //&lt;br /&gt;
&lt;br /&gt;
Um.. a texture? Surface I have, but nothin&#039; said nothin&#039; about having to texture map it first...&lt;br /&gt;
&lt;br /&gt;
Maya 7 Unlimited full version / Mac&lt;br /&gt;
1.67 Ghz PowerBook G4, blah blah&lt;/div&gt;</summary>
		<author><name>Logan Bauer</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_prim&amp;diff=19054</id>
		<title>Talk:Sculpted prim</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Sculpted_prim&amp;diff=19054"/>
		<updated>2007-04-28T20:08:23Z</updated>

		<summary type="html">&lt;p&gt;Logan Bauer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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. -- [[User:Strife Onizuka|Strife Onizuka]] 12:04, 27 April 2007 (PDT)&lt;br /&gt;
:[http://blog.secondlife.com/2007/04/27/the-advent-of-an-illustrious-age-of-sculpted-prims/]&lt;br /&gt;
:Woot ^_^ thx. -- [[User:Strife Onizuka|Strife Onizuka]] 14:45, 27 April 2007 (PDT)&lt;br /&gt;
:/me adds additional &#039;&#039;&#039;&#039;&#039;Woot!&#039;&#039;&#039;&#039;&#039; ;-P --[[User:Alison Wheels|AlisonW]] 15:42, 27 April 2007 (PDT)&lt;br /&gt;
:The textures for the shapes shown in the demo are posted in Torley&#039;s flikr stream. [http://www.flickr.com/photos/torley/474819873/in/photostream/]  I haven&#039;t got Maya but I&#039;m making a few basic architectural elements in 3ds Max, I can post them here if anyone wants to convert and play with them. [[User:Elle Pollack|Elle Pollack]] 17:10, 27 April 2007 (PDT)&lt;br /&gt;
:Will the Maya exporter work with Maya Personal Learning Edition? [http://usa.autodesk.com/adsk/servlet/index?siteID=123112&amp;amp;id=7639525] --[[User:Kamilion Schnook|Kamilion]]&lt;br /&gt;
&lt;br /&gt;
haven&#039;t tried it - but i believe the personal edition puts gaudy maya watermarks on images - which would definitely cause sculpties grief... but this isn&#039;t a typical rendering, so perhaps not.  worth an experiment.  --[[User:Qarl Linden|Qarl Linden]] 09:58, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Hi, I just tried it and and it does unfortunately watermark the resulting image with the free edition.  --[[User:Logan Bauer|Logan Bauer]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[User:Strife Onizuka|Strife&#039;s]] Observations ==&lt;br /&gt;
&lt;br /&gt;
I&#039;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.&lt;br /&gt;
&lt;br /&gt;
* I&#039;m a little fuzzy on this part. It&#039;s on or the other&amp;lt;br/&amp;gt;A)The values are centered so if you want a small dot you have to use an image that 127 or 128 grey.&amp;lt;br/&amp;gt;&amp;lt;s&amp;gt;B)The values are related to the base sphere.&amp;lt;/s&amp;gt;&lt;br /&gt;
* The default shape is a sphere half the prim size.&lt;br /&gt;
* I think the bounding box is the size of the base sphere, meaning the mesh can be 3 times larger then it&#039;s bounding box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Strife - the answer is A - point position is relative to the origin - scaled by the prim size.  --[[User:Qarl Linden|Qarl Linden]] 19:49, 27 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Ah good thats what I thought but was getting confused by some of the images i was looking at. If this is the case it shouldn&#039;t be too hard to build a modeling tool in C#. -- [[User:Strife Onizuka|Strife Onizuka]] 08:06, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
So the form is defined by the vectors from the origin and assumes a closed shape. What about a non-closed surface? We don&#039;t have prims which are Planes, but there&#039;s been arguably little need. Now such a primitive would allow more highly-detailed models which don&#039;t require closed forms (e.g. sheetmetal shapes for vehicles). Any plans on adding such a Prim to the library? -- [[User: Csven Concord|Csven Concord]] 09:12, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
yes, rev 2 will include &amp;quot;plane-like&amp;quot;, &amp;quot;cylinder-like&amp;quot; and &amp;quot;torus-like&amp;quot; shapes, to compliment the &amp;quot;sphere-like&amp;quot; shape.  (basically, all permutations of open/closed on the ends.) --[[User:Qarl Linden|Qarl Linden]] 09:39, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== LSL functionality? ==&lt;br /&gt;
&lt;br /&gt;
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 &#039;hard&#039; or &#039;smooth&#039; morph).&lt;br /&gt;
&lt;br /&gt;
I definitely like the idea of sculpted prims.   However--&lt;br /&gt;
&lt;br /&gt;
1) LL should embrace open source/cross-platform solutions.  Embracing Maya first (as one of the most expensive platforms) seems out of place.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;sculpted prim&amp;quot; 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 &amp;quot;normal&amp;quot; maps for SL.&lt;br /&gt;
&lt;br /&gt;
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&#039;re looking at some level of subdivision of a single cube --perhaps 8x8x8 that is then deformed by the maps.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-As I understand it, they did maya first because that&#039;s what Qarl knows how to do.  He learned the think while working on the 2nd and 3rd Matrix movies. [[User:Elle Pollack|Elle Pollack]] 18:17, 27 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
right you are, Elle.  --[[User:Qarl Linden|Qarl Linden]] 19:51, 27 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== PRIM_TYPE_SCULPTED ==&lt;br /&gt;
How about a PRIM_TYPE_SCULPTED paramater for the ll([[llGetPrimitiveParams|Get]]|[[llSetPrimitiveParams|Set]]|[[llSetLinkPrimitiveParams|SetLink]])PrimitiveParams functions?&amp;lt;br/&amp;gt;&lt;br /&gt;
Syntax for Set: [PRIM_TYPE_SCULPTED, key sculp_texture]&lt;br /&gt;
-- [[User:Strife Onizuka|Strife Onizuka]]&lt;br /&gt;
&lt;br /&gt;
that is exactly what we&#039;ve done.  --[[User:Qarl Linden|Qarl Linden]] 19:51, 27 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Sculpt Texture ==&lt;br /&gt;
As a graphic artist, I&#039;d like to do thing manually on Photoshop for finer details when need to do quick minor changes.&amp;lt;br&amp;gt;&lt;br /&gt;
Can you tell what each color and greyscale value by pixels actually do to each mech points? --[[User:Vincent Nacon|Vincent Nacon]] 21:00, 27 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
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. [[User:Eddy Stryker|Eddy Stryker]] 21:17, 27 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
That I did understand, but I really want to go into great depth of understanding it. I like facing challenge when I can&#039;t use 3D Max, Lightwave, or even Maya. ;)&lt;br /&gt;
&amp;lt;br&amp;gt;(I don&#039;t even like Zbrush O-o, those are more for bumpmapping and texture skin.) --[[User:Vincent Nacon|Vincent Nacon]] 22:21, 27 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Zbrush is for way more than texturing - I make all my mesh morphs with it and it&#039;s what I originally bought it for. Only when I started playing SL heavily did I start using it more for texturing :D  Actually, this is really a lot like how the pixols in Zbrush work, I sometimes start with a Zsphere and just start sculpting with my tablet. Can&#039;t wait to get a Zbrush export - I&#039;m drooling to get my hands on this feature. I&#039;m starting right now on making zsphere stuff in the anticipation of making them into prims :D --[[User:Hypatia Callisto|Hypatia Callisto]] 07:48, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;ld like to make my in-world tool compatible with this type of prim, is there a sculpt texture &#039;&#039;&#039;UUID&#039;&#039;&#039; available on the main grid ? - the default one would be perfect.--[[User:Simil Miles|Simil Miles]] 23:33, 27 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Torley has been putting textures online somewhere... not sure where... --[[User:Qarl Linden|Qarl Linden]] 09:41, 28 April 2007 (PDT)&lt;br /&gt;
- On her flikr stream.  See the link I did way at the top of this page.  [[User:Elle Pollack|Elle Pollack]] 10:19, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Will we be able to preview rendered sculpted prims ? (Don&#039;t want to waste L$10 on every fix)--[[User:Simil Miles|Simil Miles]] 06:20, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
yes, the texture upload preview has a &amp;quot;sculpted prim&amp;quot; mode.  --[[User:Qarl Linden|Qarl Linden]] 09:41, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Caligari Truespace Support ==&lt;br /&gt;
&lt;br /&gt;
In considering programs to offer export support for, is there any chance of offering support for Caligari Truespace [http://www.caligari.com/Products/trueSpace/tS75/brochure/intro.asp?Cate=BIntro]? It is priced much more in reach for the average users than 3d Studio Max/Maya, and is not as esoteric as Blender. [[User:Cristiano Midnight|Cristiano Midnight]] 21:12, 27 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
these exporters are really easy to create - basically if your program has a normal-map generator (most do) it&#039;s a simple mod to make a sculpt exporter.  so i challenge YOU Cristiano to make the truespace exporter.  :)  --[[User:Qarl Linden|Qarl Linden]] 09:43, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Vincent&#039;s &amp;quot;Annoying&amp;quot; Questions ==&lt;br /&gt;
&lt;br /&gt;
* Distance from prim center is no more than 5m? (10m from side to side.)&lt;br /&gt;
&lt;br /&gt;
yes.  --[[User:Qarl Linden|Qarl Linden]] 09:52, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
* No hollow and holes or even cuts?&lt;br /&gt;
&lt;br /&gt;
see my comment above about the future &amp;quot;torus-like&amp;quot; topology.  rev2.  --[[User:Qarl Linden|Qarl Linden]] 09:52, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
* No Custom UV mapping for the (image, not model)texture itself? (unless given from plugins)&lt;br /&gt;
&lt;br /&gt;
well - depends on what you mean.  you can still use the texture scale/rotate/offset controls to position the textures.  but no - the sculpt texture itself defines the texture space, if you know what i mean.  --[[User:Qarl Linden|Qarl Linden]] 09:52, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
-- I&#039;m wondering about this too...I think it boils down to if you have UV map data in a model and you export it into the (what are we officialy calling them, sculpt maps?), is the UV mapping preserved? [[User:Elle Pollack|Elle Pollack]] 11:50, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Mass?&lt;br /&gt;
&lt;br /&gt;
similar to physics - the sculpties are approximated on the server as a flattened sphere.  so whatever mass that produces is what the sculpties will have.  (again - we&#039;re considering how to put sculpties into the physics engine - we&#039;ve done tests and they work well - there&#039;s just the unpleasant need to have sims load textures.)  --[[User:Qarl Linden|Qarl Linden]] 09:52, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Setting to place prim&#039;s center-point offset? (doors that rotate at one side instead of from the center)&lt;br /&gt;
&lt;br /&gt;
ah - interesting.  perhaps, yes.  in the meantime - your exporter can be modified to produce a door which isn&#039;t centered.  or sheesh - this kind of thing might be possible by photoshopping the sculpt texture... hm.   --[[User:Qarl Linden|Qarl Linden]] 09:52, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Allows flexiable? (I doubt it anyway) &#039;&#039;this was answered in the faq, flexiprims will be implemented, just not in the first release.&#039;&#039;[[User:Charismo Abismo|Charismo Abismo]] 08:04, 28 April 2007 (PDT) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
yes, we&#039;re thinking about how to do the flexible version.  currently - flexible objects have a 1-dimensional spine that drives their motion - i&#039;d like to make the sculpties a 2d spring system (if possible.)  also - we have this unused alpha channel, which would be perfect for adding flexi information (how stiff/springing is this section of the object, etc.)  --[[User:Qarl Linden|Qarl Linden]] 09:52, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
(Don&#039;t hate me for these questions....  can&#039;t wait, it&#039;s driving me nut O_o.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:I know of three perfectly free modellers that run on many platforms: Blender, Google&#039;s SketchUp, and the open source Wings3D which I use with X-Plane. It would help the &amp;quot;pennyless&amp;quot; content makers tremendously to have exporters for these.&lt;br /&gt;
&lt;br /&gt;
- I&#039;m not sure if Sketchup has the functionality required for this sort of thing.  It can do plugins (Python, IIRC) , but it doesn&#039;t have much in the line of map rendering and export of non-native formats except maybe for .jpg renders is tied to having the paid &amp;quot;Pro&amp;quot; version.  There might be importers for skp files into other programs.  Might. [[User:Elle Pollack|Elle Pollack]] 12:05, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;: Also: what is the absolute biggest size a sculpted prim can reach ? 10 m ? 30 m ? 5 or 15 m from the origin ?&amp;lt;/s&amp;gt; Anwsered: 10m from side to side, 5m from center.&lt;br /&gt;
&lt;br /&gt;
==Test Fodder for the Maya Plugin==&lt;br /&gt;
In the wild, under Creative Commons: http://www.themindstream.net/slmodels/ - 3 objects (one in 3 parts) with possibly more to come&lt;br /&gt;
I&#039;m still in a technical &amp;quot;out of SL indfinately because of computer issues&amp;quot; mode, so if any of these make it as far as Preview, I want screenshots!&lt;br /&gt;
If there&#039;s an issue with any of the models that prevents their working, IM me through SL with details. (I still get and can respond to those).&lt;br /&gt;
[[User:Elle Pollack|Elle Pollack]] 23:58, 27 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
ah nice.  i didn&#039;t look closely - but remember you REALLY want to use single NURBS surfaces for your models - otherwise the conversion process can be painful.  --[[User:Qarl Linden|Qarl Linden]] 09:56, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
I shall have to learn myself some NURBS than...s&#039;what I get for being a novice game modeler.  I did try to follow the guidelines for polygon objects mentioned in the FAQ.  However they&#039;ll still be usefull for testing, the process of figuring out what works and what doesn&#039;t. [[User:Elle Pollack|Elle Pollack]] 10:23, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== MEL Broken? ==&lt;br /&gt;
&lt;br /&gt;
has anybody got the script up and running? I am having trouble with it. pasted it but I am getting syntax errors all the way: &lt;br /&gt;
&lt;br /&gt;
// Error: 	if (size($parents)†!= 0) //&lt;br /&gt;
// Error: Syntax error //&lt;br /&gt;
&lt;br /&gt;
Have no idea what to do. This is definitely a revolution. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ok, I have it, the cross has to go. I&#039;m not sure how that works in this Wiki or any Wiki for that matter but it would be good to be able to edit the MEL. Managed to generate one of those colour depth maps (or whatever they are called) this is looking fantastic! :-)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
hmmm... didn&#039;t see that plus-sign in the wiki page - perhaps your cut/paste had a problem?  (line break, etc?)  --[[User:Qarl Linden|Qarl Linden]] 09:57, 28 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Error in the mel - or not? ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I got this error when executing the mel script:&lt;br /&gt;
&lt;br /&gt;
exporting sculpt map for nurbsCylinder1 into file simple_column.bmp&lt;br /&gt;
// Error: Object list must contain a surface and a texture //&lt;br /&gt;
&lt;br /&gt;
Um.. a texture? Surface I have, but nothin&#039; said nothin&#039; about having to texture map it first...&lt;br /&gt;
&lt;br /&gt;
Maya 7 Unlimited full version / Mac&lt;br /&gt;
1.67 Ghz PowerBook G4, blah blah&lt;/div&gt;</summary>
		<author><name>Logan Bauer</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=SL_Certification&amp;diff=18169</id>
		<title>SL Certification</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=SL_Certification&amp;diff=18169"/>
		<updated>2007-04-25T01:05:57Z</updated>

		<summary type="html">&lt;p&gt;Logan Bauer: /* Resident Participants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overarching Goal==&lt;br /&gt;
* Create Second Life Certification as an in-world resource for Residents&lt;br /&gt;
==Immediate Goal==&lt;br /&gt;
* Develop certification criteria for modeling and scripting&lt;br /&gt;
** We are looking for members of the Developer, Instructor, and Volunteer communities to work with Lindens in creating the skills list and certification tasks for those skills in Modeling and in Scripting. &lt;br /&gt;
==Description==&lt;br /&gt;
Linden Lab is developing certification for the use of key Second Life tools. We’ll begin with in-world building tools and LSL. We believe this will benefit Residents, Developers, and anyone who wishes to use Second Life by clearly identifying both key skills and the holders of those skills. This will also enable the creation of training to build the skills required for certification.&lt;br /&gt;
It is Linden Lab&#039;s intent to work with an external certification provider to offer certification testing and maintain a list of those Residents who have been certified.&lt;br /&gt;
==Linden Participants==&lt;br /&gt;
* [[User:Glenn Linden|Glenn Linden]]&lt;br /&gt;
* [[User:Eric Linden|Eric Linden]]&lt;br /&gt;
* [[User:Blue Linden|Blue Linden]]&lt;br /&gt;
* [[User:Heretic Linden|Heretic Linden]]&lt;br /&gt;
&lt;br /&gt;
==Resident Participants==&lt;br /&gt;
If you are interested in participating, please add your name to the end of this list.&lt;br /&gt;
* [[User:Ceera Murakami|Ceera Murakami]] (Fox and Ground Construction Company) Texture Artist&lt;br /&gt;
* [[User:Elle74 Zaftig|Elle74 Zaftig]] (Bellissima!/Shoppe74) build/model/textures&lt;br /&gt;
* [[User:Keiki Lemieux|Keiki Lemieux]] (HUDDLES Games &amp;amp; Gadgets) Building, Scripting, Animations, Textures&lt;br /&gt;
* [[User:Tre Giles|Tre Giles]] (GiTech/Action Village Paintball) Building, Scripting, Animation, Photography&lt;br /&gt;
* [[User:Alexander Regent|Alexander Regent]] (MageTech LLC) Scripting, website integration, cellphone integration, in-world building&lt;br /&gt;
* [[User:Sitearm Madonna|Sitearm Madonna]] (Siterma): Sim Scale Project Planning and Management; Structural Builds and Simulator Performance Management; Social Builds and Community Growth Management; Modeling - Architecture, Terraforming, Waterscaping, Landscaping, Soundscaping&lt;br /&gt;
* [[User:Hugo Dalgleish|Hugo Dalgleish]]&lt;br /&gt;
* [[User:Kenn Nilsson|Kenn Nilsson]] (NDE)&lt;br /&gt;
* [[User:Ravanne Sullivan|Ravanne Sullivan]] (Ravanne&#039;s Dance Poles and Animations) Animations and Scripting&lt;br /&gt;
* [[User:Fox Diller|Fox Diller]] (Crystal Studio/Magrathean Technologies) Anything Second Life.&lt;br /&gt;
* [[User:MSo Lambert|MSo Lambert]]&lt;br /&gt;
* [[User:Rael Delcon|Rael Delcon]]&lt;br /&gt;
* [[User:Dytska Vieria|Dytska Vieria]] (residential design/builds)&lt;br /&gt;
* [[User:Skye McArdle|Skye McArdle]] - Modeling, Animation, Textures, AV Customization&lt;br /&gt;
* [[User:Eladon Galsworthy|Eladon Galsworthy]] (PondLife - building and scripting)&lt;br /&gt;
* [[User:Oz Spade|Oz Spade]]&lt;br /&gt;
* [[User:Max Case|Max Case]]&lt;br /&gt;
* [[User:Newfie Pendragon|Newfie Pendragon]] (Reality Check, LSL Scripting)&lt;br /&gt;
* [[User:Gigs Taggart|Gigs Taggart]]&lt;br /&gt;
* [[User:Peekay Semyorka|Peekay Semyorka]]&lt;br /&gt;
* [[User:Osgeld Barmy|Osgeld Barmy]]  (biulding textures lsl)&lt;br /&gt;
* [[User:Nargus Asturias|Nargus Asturias]] (Avatar building, animations, scripts)&lt;br /&gt;
* [[User:ForestMist Skjellerup|ForestMist Skjellerup]]&lt;br /&gt;
* [[User:Rraven Moonlight|Rraven Moonlight]] (Terraforming Raw files, Texture developer, Large Scale Architectural Builds)&lt;br /&gt;
* [[User:Xylo Quisling|Xylo Quisling]]&lt;br /&gt;
* [[User:Thunderclap Morgridge|Thunderclap Morgridge]] (Texture artist, and nascent builder)&lt;br /&gt;
* [[User:Hiro Pendragon|Hiro Pendragon]] (CTO, Infinite Vision Media) LSL scripting, modeling&lt;br /&gt;
* [[User:Ethan Therian|Ethan Therian]] (Creative Director, Infinite Vision Media) modeling, texturing&lt;br /&gt;
* [[User:Ciemaar Flintoff|Ciemaar Flintoff]] (associate, Infinite Vision Media) lsl scripting, web-to-SL-to-web scripting&lt;br /&gt;
* [[User:Nimrodina Wayne|Nimrodina Wayne]] (build, animate, machinima)&lt;br /&gt;
* [[User:Lias Leandros|Lias Leandros]] (VooDoo Corp.)Sim Scale Project Planning and Management; Social Builds and Community Growth Management&lt;br /&gt;
* [[User:Erin Talamasca|Erin Talamasca]]&lt;br /&gt;
* [[User:Till Stirling|Till Stirling]] (Scripter, Builder, Consultant)&lt;br /&gt;
* [[User:Kri Ayakashi|Kri Ayakashi]] (AyakashiTEC) - LSL Scripting, Web2.0 integration, distributed programming (C/C++/C#, Python), in-world building, consultancy&lt;br /&gt;
* [[User:Alison Wheels|Alison Wheels]] ([http://secondlife.creative.org.uk/ Creative Organisation]) Scripting, FL/SL Integration issues, construction, terraforming, design&lt;br /&gt;
* [[User:FlipperPA Peregrine|FlipperPA Peregrine]] (Peregrine Salon/ESC) - LSL Scripting, Web integration, lots of other stuff. Creator of SLBoutique.com and SLTrivia.com.&lt;br /&gt;
* [[User:Strife Onizuka|Strife Onizuka]] (Scripter, Builder, Consultant)&lt;br /&gt;
* [[User:Porky Gorky|Porky Gorky]] - Hydro Homes : Prefabricated &amp;amp; customised building &amp;amp; architectural design.&lt;br /&gt;
* [[User:Bru Yang|Bru Yang]]&lt;br /&gt;
* [[User:Dirk Talamasca|Dirk Talamasca]] (Building, Custom Textures, Land/Estate Management. Internet Abuse Remediation, Sim Scale Layout, Planning and Development)&lt;br /&gt;
* [[User:Aimee Weber|Aimee Weber]]&lt;br /&gt;
* [[User:Banana Stein|Banana Stein]] (SL Brand) Builder, Textures, Sim Scale Project&lt;br /&gt;
* [[User:Linnian Sugar|Linnian Sugar]] (*Lollipop Shop owner* Builder, Clothing and textures, scripting, animations)&lt;br /&gt;
* [[User:Siobhan Taylor|Siobhan Taylor]] Building, Scripting.&lt;br /&gt;
* [[User:Taco Rubio|Taco Rubio]] (Media Management) &lt;br /&gt;
* [[User:RobbyRacoon Olmstead|RobbyRacoon Olmstead]] (Scripting, Building, C:SI Developer)&lt;br /&gt;
* [[User:Dnali Anabuki|Dnali Anabuki]] (Structure,Process,Organizing of Cert) Satorifilmservices.com&lt;br /&gt;
* [[User:Detect Surface|Detect Surface]] - (**D&amp;amp;D Creative Lab/The Brain Game/City of Abaddon** Building, Texturing, Skins, Texture-Mapping/Zoning, AV Design, Clothing, Sim Design and Construction, Architecture, Weapons, Vehicles, Furniture, Animation, Graphic Design, Artist and Pretty Flower Arranging.)&lt;br /&gt;
* [[User:Meade Paravane|Meade Paravane]] (Script monkey, Builder)&lt;br /&gt;
* [[User:Richie Waves|Richie Waves]] (Builder, Textures)&lt;br /&gt;
* [[User:Orange Montagne|Orange Montagne]]&lt;br /&gt;
* [[User:Joshua Nightshade|Joshua Nightshade]] (Builder, avatar design - primarily smaller-than-normal avatars)&lt;br /&gt;
* [[User:Zorena Deckard|Zorena Deckard]] (builder,textures,modeling)&lt;br /&gt;
* [[User:Bartiloux Desmoulins|Bartiloux Desmoulins]] (Scripting, modeling and animations)&lt;br /&gt;
* [[User:Ravenelle Zugzwang|Ravenelle Zugzwang]]&lt;br /&gt;
* [[User:Little Penguin|Little Penguin]] Building, Scripting&lt;br /&gt;
* [[User:Pol Tabla|Pol Tabla]]&lt;br /&gt;
* [[User:Jade Opel|Jade Opel]] (Brides &amp;amp; Blooms by Jade Opel)  Building, terra-forming, textures, particles, modeling&lt;br /&gt;
* [[User:Auron Havercamp|Auron Havercamp]] ([http://www.kenthavercamp.com/ Kent-Havercamp Enterprises, Ltd.]) - Scripting, Web Interaction, Data Storage&lt;br /&gt;
* [[User:Schuyler Kent|Schuyler Kent]] ([http://www.kenthavercamp.com/ Kent-Havercamp Enterprises, Ltd.]) - Building, Scripting, Consulting&lt;br /&gt;
* [[User:Vincent Nacon|Vincent Nacon]] (all above)&lt;br /&gt;
* [[User:Aradia Aridian|Aradia Aridian]] (Modeling, Land/Estate Management, Business Management, Marketing to the Virtual Customer)&lt;br /&gt;
* [[User:Scarlet Singer|Scarlet Singer]] (Textures/Graphics) &amp;lt;3&lt;br /&gt;
* [[User:Will Webb|Will Webb]]&lt;br /&gt;
* [[Cocoanut Koala]]  (Coco&#039;s Cottages) Builder&lt;br /&gt;
* Illya Sullivan&lt;br /&gt;
*[[User:Frans Charming|Frans Charming]] ([http://www.thevesuviusgroup.com The Vesuvius Group])Project Planning and Management, 3D Modeling/Building, Scripting, Texturing, etc&lt;br /&gt;
* [[User:Nomasha Syaka|Nomasha Syaka]] build/model/textures&lt;br /&gt;
*[[User:Rhiannon Chatnoir|Rhiannon Chatnoir]] ([http://www.thevesuviusgroup.com The Vesuvius Group])Creative Director of The Vesuvius Group (Project Management, Planning, Textures, Terraforming, machinima), also SL and web dev for Global Kids, Inc. and a RL professional graphic designer.&lt;br /&gt;
* [[User:Shockwave Yareach|Shockwave Yareach]] (Textures/Scripting/Building)&lt;br /&gt;
* [[User:Rebel Television|Rebel Television]] ([http://www.slexchange.com/modules.php?name=Marketplace&amp;amp;file=item&amp;amp;ItemID=147428 Airfoil]) Scripting, Animation, Vehicles, Avatars, Building, In-world RSS Feed Displays&lt;br /&gt;
* [[User:Storm Thunders|Storm Thunders]]&lt;br /&gt;
* [[Rocky Merosi]] (Objects, Furnishings/Interior Design, Weapons and Vehicles, Asset Managment, Movement, Attachments, Setting Properties, Communications)&lt;br /&gt;
*[[User:Moriz Gupte|Moriz Gupte]] ([http://www.play2train.org Play2Train])Producer, Scripter, Builder SL educator&lt;br /&gt;
*([http://homepage.mac.com/salazarjack/ Salazar Jack]) - Kahruvel Design - Environments, Landscapes, Forest Preservation, Terraforming, Architecture, Archeological Restoration, Furnishings/Interior Design, Objects, Textures&lt;br /&gt;
*[[User:Raven Pennyfeather|Raven Pennyfeather]] Owner/operator for House of RFyre LLC,clothing and avatar development, textures building, business analyst, gragphic design.&lt;br /&gt;
*[[User:Thraxis Epsilon|Thraxis Epsilon]] (Resume in Profile)&lt;br /&gt;
*[[User:Angelica Puff|Angelica Puff]] (Communications, External &amp;lt;-&amp;gt; Inworld data, Asset Management)&lt;br /&gt;
*[[User:Jeff Kelley|Jeff Kelley]] (Communications, Networking, Display, Data storage &amp;amp; access)&lt;br /&gt;
*[[User:Ace Albion|Ace Albion]] (Ace&#039;s Spaces)  prefab builder&lt;br /&gt;
*[[User:SunShine Kukulcan|SunShine Kukulcan]] (Mercury Dev Studios - Music and Media Services, Sim planning)&lt;br /&gt;
*[[User:Klink Epsilon|Klink Epsilon]] (Mercury Dev Studios - Builder, Custom Textures, Sim Design and planning, Media Services)&lt;br /&gt;
*[[User:Parker McTeague|Parker McTeague]] (BLIP) building, textures&lt;br /&gt;
*[[Demian Caldera]] Architecture, Furnishings/Interior Design, Objects, Landscaping, Terra Forming, Event Organizing, Event Set Building.&lt;br /&gt;
*[[User:Rainbow Drake|Rainbow Drake]] Director of Education - [http://raindancer.ca/NCI New Citizens Incorporated]&lt;br /&gt;
*[[User:Kamael Xevious|Kamael Xevious]] - Radio Babylonia/Batak Island Traders - Architecture, Furnishings and Interior Design, Media, Community Development and Region Construction, Education.&lt;br /&gt;
*[[User:Pipe Hesse|Pipe Hesse]] Scripting, Building&lt;br /&gt;
* [[User:Abramelin Wolfe|Abramelin Wolfe]] (Abramelin Studios Ltd / Abranimations) script/build/texture/animation/mocap/web integration&lt;br /&gt;
* [[User:katykiwi Moonflower|katykiwi Moonflower]] interior design/furnishings/building/texturing/terraforming&lt;br /&gt;
*[[User:Jade Jensen|Jade Jensen]] (Jaded Visions) Clothing Design, Avatar Creation/Design, Texturing, Graphics Design&lt;br /&gt;
*[[Darien Caldwell]] Builder/Scripter&lt;br /&gt;
*[[User:Azrazael Dhara|Azrazael Dhara]] Building, Terraforming, Sim Design, Landscaping, Instructing, Photography&lt;br /&gt;
*[[User:Andreas Isachenko|Andreas Isachenko]] Building, Scripting, DB access&lt;br /&gt;
*[[User:Jason Keegan|Jason Keegan]] (K-tech) Scripting&lt;br /&gt;
*[[User:Gaius Goodliffe|Gaius Goodliffe]] (Second Skies) Vehicles, scripting, back-end server/website integration&lt;br /&gt;
*[[User:Pericat Aquitaine|Pericat Aquitaine]] (Elf Harbour Boatyard) Vehicles, scripting, terraforming, general building&lt;br /&gt;
*[[User:Karsten Rutledge|Karsten Rutledge]] (Play2Train/K.R. Engineering) Scripting, building.&lt;br /&gt;
*[[User:Bubba Biberman|Bubba Biberman]] Building, textures, machinima&lt;br /&gt;
*[[User:Kerian Bunin|Kerian Bunin]] Building, Scripting&lt;br /&gt;
*[[User:Tsukasa Keiko|Tsukasa Keiko]] Building, Scripting&lt;br /&gt;
*[[User:Morph Wollongong|Morph Wollongong]] Gadgets, Scripting&lt;br /&gt;
*[[User:Ordinal Malaprop|Ordinal Malaprop]] - scripting, some building&lt;br /&gt;
*[[User:Donnagh McDonnagh|Donnagh McDonnagh]] - Undergraduate education (School of Communication), machinima, scripting, general building, avatar skins/clothes, 3d textures, animation, web integration, vehicles, huds, event management, orientation, inworld collaboration&lt;br /&gt;
*[[User:Able Whitman|Able Whitman]] - scripting, some building&lt;br /&gt;
*[[User:Adri Saarinen|Adri Saarinen]] - ([http://www.metaversatility.com Metaversatility]) scripting, building, presence development&lt;br /&gt;
*[[User:Curious Rousselot|Curious Rousselot]] - Scripting, Building&lt;br /&gt;
*[[User:otakup0pe Neumann|otakup0pe Neumann]] - Pleiades Consulting &amp;amp; libsecondlife. Rich Educational Content, tech integration, libsl powered services&lt;br /&gt;
*[[User:Damek Tretiak|Damek Tretiak]] - ([http://www.tretiakmedia.com Tretiak Media])/([http://www.slquery.com SLQuery.com]) scripting, building, project management&lt;br /&gt;
* [[User:Jacques Groshomme|Jacques Groshomme]] - Building/Scripting&lt;br /&gt;
* [[User:Iris Bourdeille|Iris Bourdeille]] - Building/Scripting/Texturing/Animation&lt;br /&gt;
* [[User:Fallon Winnfield|Fallon Winnfield]] - ([http://www.centric.com Centric])/([http://www.secondtalk.com Second Talk]) - Business development, building, scripting&lt;br /&gt;
* [[User:Adam Rakosi|Adam Rakosi]] - ([http://www.centric.com Centric])/([http://www.secondtalk.com Second Talk]) - Building/Scripting&lt;br /&gt;
* [[User:Neko Longduk|Neko Longduk]] - ([http://www.centric.com Centric])/([http://www.secondtalk.com Second Talk]) - Business Development, scripting&lt;br /&gt;
* [[User:Weasel Gough|Weasel Gough]] - ([http://www.centric.com Centric])/([http://www.secondtalk.com Second Talk]) - Building/Scripting/Texturing/Animation&lt;br /&gt;
* [[User:Chime Bellman|Chime Bellman]] strategy/build/model/promote&lt;br /&gt;
*[[User:Sage Duncan|Sage Duncan]] - animation/machinima/motion/media management/live performance&lt;br /&gt;
* [[User:Economic Mip|Economic Mip]] -imagine/dream&lt;br /&gt;
* [[User:Talarus Luan|Talarus Luan]] - Archaean Designs / Council of Wyrms - Scripting, Building, Consulting&lt;br /&gt;
* [[User:Dustin Widget|Dustin Widget]] Builder/Scripter/Mentor/Lots More&lt;br /&gt;
* [[User:Tab Scott|Tab Scott]] - Terry Beaubois, Montana State University - College of Art &amp;amp; Architecture - Art, Music, Architecture, Film - Sustainable Community Design&lt;br /&gt;
* [[User:Hiro Market|Hiro Market]] - ([http://www.slicr.net Slicr]) Slicr - Scripting, Consulting&lt;br /&gt;
* [[User:Scorpio Galatea|Scorpio Galatea]] - Builder (Phoenix), Texture Creator&lt;br /&gt;
* [[User:Sylvia Trilling|Sylvia Trilling]] - Modeling, Scripting, Animating, Texturing&lt;br /&gt;
* [[User:Earnest Candour|Earnest Candour]] - ([http://www.metaverseenterprises.com Metaverse Enterprises])&lt;br /&gt;
* [[User:Carl Metropolitan|Carl Metropolitan]] - Building, Site Developement, Project Management, Marketing, Graphic Design, Event Hosting, Terraforming, Teaching&lt;br /&gt;
* [[User:Lecktor Hannibal|Lecktor Hannibal]] - (Landscaping, Estate Management, Modeling, Media Streaming, Event Management)&lt;br /&gt;
* [[User:Destiny Niles|Destiny Niles]] - Scripter/Mentor&lt;br /&gt;
*[[User:Kim Anubis|Kim Anubis]], ([http://www.themagicians.us The Magicians])&lt;br /&gt;
* [[User:Bobble Bertone|Bobble Bertone]] - ([http://www.coolbananas.com.au Cool Bananas Ventures]) - Building, Scripting, Terra forming, Project management, Networking with RL businesses.&lt;br /&gt;
* [[User:Logan Bauer|Logan Bauer]] - Building/Texturing/Scripting/Ect.&lt;br /&gt;
&amp;lt;!-- add yourself above this line, starting the line with an &amp;quot;*&amp;quot;. DO NOT DELETE THIS LINE!&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Target Date==	 &lt;br /&gt;
Ready to launch by fall, 2007&lt;br /&gt;
&lt;br /&gt;
==Certification Categories==&lt;br /&gt;
Initially, we plan to develop certification for Modeling and Scripting.  If these two categories are successful, we will develop, in accordance with your feedback, future areas including but not limited to: Avatar Customization, Terrain/Land Editing, and Land/Estate Management. &lt;br /&gt;
&lt;br /&gt;
===Modeling===&lt;br /&gt;
[[Modeling]]&lt;br /&gt;
[[:Category:Certification]]&lt;br /&gt;
* Architecture&lt;br /&gt;
* Furnishings/Interior Design&lt;br /&gt;
* Objects&lt;br /&gt;
* Weapons and Vehicles&lt;br /&gt;
Note: Includes using scripts to animate objects and textures but no writing of scripts&lt;br /&gt;
&lt;br /&gt;
===Scripting===&lt;br /&gt;
[[Scripting]]&lt;br /&gt;
[[:Category:Certification]]&lt;br /&gt;
* Animation&lt;br /&gt;
** Note: Animation includes object animation, texture animation and particle systems&lt;br /&gt;
* Attachments &lt;br /&gt;
* Movement &lt;br /&gt;
* Physics &amp;amp; Collisions &lt;br /&gt;
* Detection &amp;amp; Sensing &lt;br /&gt;
* Asset Management &lt;br /&gt;
* Setting Properties &lt;br /&gt;
* Communications&lt;br /&gt;
* Interacting with external data stores &amp;amp; web content &lt;br /&gt;
* Media Management&lt;/div&gt;</summary>
		<author><name>Logan Bauer</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Taco_Rubio&amp;diff=18068</id>
		<title>User:Taco Rubio</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Taco_Rubio&amp;diff=18068"/>
		<updated>2007-04-24T22:10:59Z</updated>

		<summary type="html">&lt;p&gt;Logan Bauer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Theorizing that one could time-travel within his own lifetime, Dr. Taco Rubio led an elite group of scientists into the desert, to develop a top-secret project known as SecondLife. Pressured to prove his theories or lose funding, Dr. Rubio prematurely stepped into the project accelerator, and vanished...&lt;br /&gt;
&lt;br /&gt;
He awoke to find himself trapped in the past, facing mirror images that were not his own, and driven by an unknown force to change history for the better. His only guide on this journey is Gabe, an observer from his own time, who appears in the form of a sleestak that only Taco can see and hear. And so Dr. Rubio finds himself leaping from life to life, striving to put right what once went wrong, and hoping each time that his next Leap...will be the Leap home...&lt;/div&gt;</summary>
		<author><name>Logan Bauer</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=User:Taco_Rubio&amp;diff=17938</id>
		<title>User:Taco Rubio</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=User:Taco_Rubio&amp;diff=17938"/>
		<updated>2007-04-24T17:54:01Z</updated>

		<summary type="html">&lt;p&gt;Logan Bauer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Theorizing that one could time-travel within his own lifetime, Dr. Taco Rubio led an elite group of scientists into the desert, to develop a top-secret project known as SecondLife. Pressured to prove his theories or lose funding, Dr. Rubio prematurely stepped into the project accelerator, and vanished...&lt;br /&gt;
&lt;br /&gt;
He awoke to find himself trapped in the past, facing mirror images that were not his own, and driven by an unknown force to change history for the better. His only guide on this journey is Gabe, an observer from his own time, who appears in the form of a hologram that only Taco can see and hear. And so Dr. Rubio finds himself leaping from life to life, striving to put right what once went wrong, and hoping each time that his next Leap...will be the Leap home...&lt;/div&gt;</summary>
		<author><name>Logan Bauer</name></author>
	</entry>
</feed>