User login
Navigation
Recent comments
- I get the same
2 weeks 1 hour ago - #2
2 weeks 1 day ago - #3
3 weeks 1 day ago - #1
4 weeks 3 days ago - Are you getting errors with
6 weeks 4 days ago - I got into this game a little
6 weeks 5 days ago - I have also this issue but my
7 weeks 12 hours ago - Real working software as
8 weeks 6 days ago - I dit
11 weeks 4 days ago - Primstar Zero
11 weeks 5 days ago
Who's online
There are currently 0 users and 3 guests online.
Who's new
- aragot
- Bwehaa
- franciscowellesley
- Tony
- Yahemin

some people just want their art handed to them on a platter without having to work for it! you cant let a bad egg ruin your day....give yourself permission to ignore them as I am sure all of us are
keep up the good work and thank you!
I get the same error...anyone?
Hi, it's been a while since I left a message in bitbucket about multi texturing a sculpty in blender or photoshop and haven't had a squeak since. Is there anyway I can get a rough list of the workflow. It's a great facility I am desparate to use. Thanks
Thanks for helping me to see tihgns in a different light.
The consolidate images feature doesn't exist in versions after 2.49b so the workflow is considerably different.
The quick answer is that you'll need to add a texture slot to your material for each source image to do it all in Blender. The bake will then take data from all those images to create the final texture image.
I'll close it here as you've also created a query at https://bitbucket.org/gaiaclary/clarify/issue/5/updating-instructions-fo... which is the better place for queries about using Primstar 2. Gaia will give a more detailed answer there when she has time.
Are you getting errors with Python 2.7.1? I'm not aware of any issues with it. Have you installed Python 2.7.1 and the python tkinter package (if separate on that distribution) as well?
If you run blender from a terminal, any error messages will show in the terminal window.
Obviously Primstar 2 is the way forward, but you should be able to use 2.49b and Primstar 1 still.
The official Blender 2.49b distributions for linux don't use package management, you just extract the archive and run directly from the extracted directory. You would need to specifically install Python 2.6.x as well though.
I got into this game a little too late. On my Ubuntu 11.04 install, the only distro for Blender available is: 2.49.2-dfsg-2ubuntu4.
Unfortunately, this was compiled under Python 2.7.1 which I believe is incompatible with the PrimStar scripts.
I've tried downloading Blender 2.49b for Ubuntu 32bit (which is compiled under Python 2.6) from Blender's website but there is no installer for it. sudo apt-get install keeps coming up with that same (2.49.2-dfsg-2ubuntu4) version. Perhaps someone out there knows something about this.
I've scoured all of the posts here and can find no info on Natty (ubuntu 11.04) or Oneiric Ocelot (ubuntu 11.10).
Can someone point me in the right direction so I can learn to sculpt using the PrimStar scripts? I am not adverse to paying for PrimStar 2 if that would help. Thank you!
I have also this issue but my paths are ok..
the script is here:
/home/butti/.blender/scripts/uvcalc_follow_active_coords.py
and the default blender script path also there. What else kann I do?
Real working software as windows ??
I dit
For zero scripts you want Primstar Zero
There's no reason to be nervous about scripts though. I've put a lot of thought into making sure the sculptie workflow with Primstar 2 makes everything easier than without it.
Can't wait for this to go live, the whole scripting side makes me nervous!
As for the blurring, my guess is what you're seeing is the result of a flat lighting bake on a texture that's supposed to look bumpy, but doesn't actually have a bump map applied to it. Prior to the bake, the color noise on your flat texture served to provide an illusion of depth, to some degree. But once you baked lighting onto it, that illusion was broken, as light and shadow spread evenly across the surface. The result is the baked texture looks pixelated instead of bumpy. For lack of a better phrase, the lighting bake called the original texture's bluff. It proved it was just a flat image.What I would suggest is that you make a new source texture, without the noise. Then apply a proper bump map in Blender to create the depth. If Blender can generate 3D volume noise, that would work quite well for this. If not, then a 2D noise map, projected either either cubically or tri-planarly, should do the trick.As I said, that's just a guess. I'm not a Blender user, so I can't speak from actual experience. I'm mainly drawing on parallel experience from Maya. It may or may not be applicable, but it's worth exploring.
Primstar-2-dev-207 which includes this feature is now available.
Tip: use wireframe mode to get an idea of how it affects the mesh generation.
I thought I was going nuts. Thank you! I cannot get ANY of the rigging to work on my 64-bit machine either. Until such a time that LL gets with the program and updates their outdated crap.... well I won't be making any rigged meshes for SL. Their loss.
FREE CLIPART by Graeme Hotter
Sorry for the delay, you can now buy via paypal from the machinimatrix site
Stil waiting :( hope it soon posible to buy it paying money
As i abandoned sl long ago.
Just to clarify, you can use these maps in Primstar 1. You can of course distribute the sculpties you create from the library maps however you like. But do not distribute the library maps yourself, send people here for them
I've renamed the Super Friendly Sphere to Cylisphere and added it to Primstar 2, so it'll be available to everyone by default after the next update is released
I've attached another library map for a poleless sphere. I created this one from a cylinder.
I scaled top and bottom edges to 0 on X, then removed doubles to make a solid shape. I hit smooth quite a few times then applied the subdivision.
I then used To Sphere, and then subdivided to the right amount of vertices. Then To Sphere again.
I baked this to a 512 x 512 image which is the Super Friendly Sphere library map attached
This one works correctly with all face count variations and would appear as a cylinder type in SL rather than the plane type of the original Friendly Sphere.
Bake this one and reimport to get a 32 x 32 version with no subdivision.
From edit mode front view do "r -90" to rotate the sphere anticlockwise. This way the seams on the UV are correct for mirroring.
Also for a library sculpt that has a smooth surface, you should really have 1 vertex per pixel for the bake.
So subdivide until there's exactly 262656 vertices. Then do Mesh -> Transform -> To Sphere to fix the shape.
Change the sculpt map size to 512 x 512 (UV Editor - View - Properties).
Bake and save as png
You should end up with something like the attached file
Of course this isn't really a good way to create a sphere library image. Because of the uneven structure of the hemisphere shape it was based on, only inputs where the number of U faces and V Faces are equal will give a sphere.
Get your Friendly Sphere added to your Primstar's Library!
Maybe we should all remind that primstar-2 is currently still under development. Adding it to a larger customer base and especially offering it NOW to the hobbyists would not be an honest move in my eyes. The documentation is not ready, the GUI is not finalized, the functionality is only partially available...
So maybe let us first finish the product,and when it is amazing enough and well documented, then let us think about sending it out to a broader market. In the meantime all who already decided or are about to decide to support our ongoing efforts are heartily welcome.
And i am pretty sure, the final product will rock even more than what we already have with sculpty support only
I'm surprised there is no way to automate the process, but if not it's very easy to turn off your Marketplace shop when you go on holiday.
It's about visibility for your product. LOTS of people search Marketplace first when they want something. Imagine how many more people would become aware of Primstar if it popped up during a Marketplace search for "sculpties".
Even if you "sold" a 0L item that was basically just a tp to the inworld JASS sim it would still serve the key purpose of spreading the word about Primstar and what it does.
re: the steady growth of Primstar I would suggest that's because currently your consumer base comes mostly from (for lack of a better word) "elite" users - the sort of people who know their needs and sought out something like Primstar. I suspect there's a largely untapped market of "hobby" users out there. People who are probably into inworld building and aren't looking for a sculpty creation tool - but if one popped up in front of them for the right price would go "Hey, that looks interesting...".