Difference between revisions of "Talk:Sculpted prim"

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Was wondering if there are plans to put in an LSL function to allow swapping out of the sculpt texture. This would be a nice scripted way to morph the shape through a script. This would be very useful for AV attachments (hair, tails, wings, etc.) to cut down on prim usage as the script could just morph the shape of a single prim. Or perhaps it could be applied to the AV itself (Can you say werewolf transition)? A more advanced version would make it shift between the old and new textures more smoothly rather than a sudden shift (or have an argument to specificy a 'hard' or 'smooth' morph).
Was wondering if there are plans to put in an LSL function to allow swapping out of the sculpt texture. This would be a nice scripted way to morph the shape through a script. This would be very useful for AV attachments (hair, tails, wings, etc.) to cut down on prim usage as the script could just morph the shape of a single prim. Or perhaps it could be applied to the AV itself (Can you say werewolf transition)? A more advanced version would make it shift between the old and new textures more smoothly rather than a sudden shift (or have an argument to specificy a 'hard' or 'smooth' morph).
I definitely like the idea of sculpted prims.  However--
1) LL should embrace open source/cross-platform solutions.  Embracing Maya first (as one of the most expensive platforms) seems out of place.
2) Sculpting tools like Silo and Modo should be considered.  Ideally a utility program that can convert a specified .obj file (an almost ubiquitous 3D file format) to the textures for a "sculpted prim" would be ideal.  This would allow content creators to use their tool of choice and then process the .obj of their sculpture into the appropriate "normal" maps for SL.
3) Guidance on linking of sculpted prims to create large sculptures than a single prim should be considered.  (From reading the technical information about texture size, I get the sense we're looking at some level of subdivision of a single cube --perhaps 8x8x8 that is then deformed by the maps.)

Revision as of 16:40, 27 April 2007

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

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

Strife's Observations

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

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

LSL functionality?

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

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

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

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

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