Talk:Sculpted prim

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Revision as of 12:03, 28 April 2007 by GC Continental (talk | contribs) (Error in the mel - or not?)
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Of the ways of incorporating mesh into SL this is by far the most sane. Mind posting some example textures? Frame based llSetTextureAnim would be cool too. -- Strife Onizuka 12:04, 27 April 2007 (PDT)

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)
Will the Maya exporter work with Maya Personal Learning Edition? [3] --Kamilion

haven't tried it - but i believe the personal edition puts gaudy maya watermarks on images - which would definitely cause sculpties grief... but this isn't a typical rendering, so perhaps not. worth an experiment. --Qarl Linden 09:58, 28 April 2007 (PDT)

Strife's Observations

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

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

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

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't be too hard to build a modeling tool in C#. -- Strife Onizuka 08:06, 28 April 2007 (PDT)

So the form is defined by the vectors from the origin and assumes a closed shape. What about a non-closed surface? We don't have prims which are Planes, but there's been arguably little need. Now such a primitive would allow more highly-detailed models which don't require closed forms (e.g. sheetmetal shapes for vehicles). Any plans on adding such a Prim to the library? -- Csven Concord 09:12, 28 April 2007 (PDT)

yes, rev 2 will include "plane-like", "cylinder-like" and "torus-like" shapes, to compliment the "sphere-like" shape. (basically, all permutations of open/closed on the ends.) --Qarl Linden 09:39, 28 April 2007 (PDT)

LSL functionality?

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

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

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

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

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

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

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


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

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

Sculpt Texture

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

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

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

Zbrush is for way more than texturing - I make all my mesh morphs with it and it'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't wait to get a Zbrush export - I'm drooling to get my hands on this feature. I'm starting right now on making zsphere stuff in the anticipation of making them into prims :D --Hypatia Callisto 07:48, 28 April 2007 (PDT)

I'ld like to make my in-world tool compatible with this type of prim, is there a sculpt texture UUID available on the main grid ? - the default one would be perfect.--Simil Miles 23:33, 27 April 2007 (PDT)

Torley has been putting textures online somewhere... not sure where... --Qarl Linden 09:41, 28 April 2007 (PDT) - On her flikr stream. See the link I did way at the top of this page. Elle Pollack 10:19, 28 April 2007 (PDT)

Will we be able to preview rendered sculpted prims ? (Don't want to waste L$10 on every fix)--Simil Miles 06:20, 28 April 2007 (PDT)

yes, the texture upload preview has a "sculpted prim" mode. --Qarl Linden 09:41, 28 April 2007 (PDT)

Caligari Truespace Support

In considering programs to offer export support for, is there any chance of offering support for Caligari Truespace [4]? It is priced much more in reach for the average users than 3d Studio Max/Maya, and is not as esoteric as Blender. Cristiano Midnight 21:12, 27 April 2007 (PDT)

these exporters are really easy to create - basically if your program has a normal-map generator (most do) it's a simple mod to make a sculpt exporter. so i challenge YOU Cristiano to make the truespace exporter.  :) --Qarl Linden 09:43, 28 April 2007 (PDT)

Vincent's "Annoying" Questions

  • Distance from prim center is no more than 5m? (10m from side to side.)

yes. --Qarl Linden 09:52, 28 April 2007 (PDT)

  • No hollow and holes or even cuts?

see my comment above about the future "torus-like" topology. rev2. --Qarl Linden 09:52, 28 April 2007 (PDT)

  • No Custom UV mapping for the (image, not model)texture itself? (unless given from plugins)

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. --Qarl Linden 09:52, 28 April 2007 (PDT)

-- I'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? Elle Pollack 11:50, 28 April 2007 (PDT)

  • Mass?

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're considering how to put sculpties into the physics engine - we've done tests and they work well - there's just the unpleasant need to have sims load textures.) --Qarl Linden 09:52, 28 April 2007 (PDT)

  • Setting to place prim's center-point offset? (doors that rotate at one side instead of from the center)

ah - interesting. perhaps, yes. in the meantime - your exporter can be modified to produce a door which isn't centered. or sheesh - this kind of thing might be possible by photoshopping the sculpt texture... hm. --Qarl Linden 09:52, 28 April 2007 (PDT)

  • Allows flexiable? (I doubt it anyway) this was answered in the faq, flexiprims will be implemented, just not in the first release.Charismo Abismo 08:04, 28 April 2007 (PDT)

yes, we're thinking about how to do the flexible version. currently - flexible objects have a 1-dimensional spine that drives their motion - i'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.) --Qarl Linden 09:52, 28 April 2007 (PDT)

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

I know of three perfectly free modellers that run on many platforms: Blender, Google's SketchUp, and the open source Wings3D which I use with X-Plane. It would help the "pennyless" content makers tremendously to have exporters for these.

- I'm not sure if Sketchup has the functionality required for this sort of thing. It can do plugins (Python, IIRC) , but it doesn'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 "Pro" version. There might be importers for skp files into other programs. Might. Elle Pollack 12:05, 28 April 2007 (PDT)

: Also: what is the absolute biggest size a sculpted prim can reach ? 10 m ? 30 m ? 5 or 15 m from the origin ? Anwsered: 10m from side to side, 5m from center.

Test Fodder for the Maya Plugin

In the wild, under Creative Commons: - 3 objects (one in 3 parts) with possibly more to come I'm still in a technical "out of SL indfinately because of computer issues" mode, so if any of these make it as far as Preview, I want screenshots! If there'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). Elle Pollack 23:58, 27 April 2007 (PDT)

ah nice. i didn't look closely - but remember you REALLY want to use single NURBS surfaces for your models - otherwise the conversion process can be painful. --Qarl Linden 09:56, 28 April 2007 (PDT)

I shall have to learn myself some NURBS than...s'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'll still be usefull for testing, the process of figuring out what works and what doesn't. Elle Pollack 10:23, 28 April 2007 (PDT)

MEL Broken?

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:

// Error: if (size($parents)†!= 0) // // Error: Syntax error //

Have no idea what to do. This is definitely a revolution.

Ok, I have it, the cross has to go. I'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! :-)

hmmm... didn't see that plus-sign in the wiki page - perhaps your cut/paste had a problem? (line break, etc?) --Qarl Linden 09:57, 28 April 2007 (PDT)

Error in the mel - or not?

I got this error when executing the mel script:

exporting sculpt map for nurbsCylinder1 into file simple_column.bmp // Error: Object list must contain a surface and a texture //

Um.. a texture? Surface I have, but nothin' said nothin' about having to texture map it first...

Maya 7 Unlimited full version / Mac 1.67 Ghz PowerBook G4, blah blah