2 sculpty import functions ... which to use when ?

We have 2 import functions in primstar:
Add - Mesh - Sculpt Mesh (from file)
The "add mesh" import uses the imported file as a template and the file must be an image (sculptmap). The actual parameters can still be modified in the property section of the add mesh popup.
File - Import - Second Life Sculptie
"File import" is used for .obj and .dae files. But it also can handle .tga (sculpt maps)
question: Is the ability to load sculpt maps in tga (image) format from "File Import" redundant ? If not, when will i use it and when will i use the "add mesh" import ?

When to use import
Import is for bringing in a final sculpt map. You'd use this when you are creating a multiprim object that uses the same sculpt map multiple times. You'd use object mode scale, transform and rotates to position the separate sculpt meshes, but you wouldn't normally do any edit mode changes.
The file dialog in Add Mesh lets you create a new sculpt mesh from an existing sculpt map. The actual map isn't assigned to the mesh, instead a new image is created. So you'd use this when you want to do a variation of a sculptie with edit mode changes.
There's a third option, which is creating a sculpt mesh and then using Mesh - Scripts - Update from Sculptie to set the mesh positions to an existing map. You'd use this when you need to change the wrapping type of a sculptie, or if you are using shape keys to morph from one sculptie to another.
And there's the 4th option of Image - Import as Sculptie. This is equivalent to an import as it will assign that sculpt map to the mesh.
So imports use the existing sculpt map, the other options use a new sculpt map.
Import is for bringing in a
Import is for bringing in a final sculpt map.
Ok, i have seen that when i import a sculptie twice, both created objects will share the same sculptmap. Now i have a followup question:
Assume i have imported one sculpty 4 times and arranged the 4 objects to my wishes. Now i realise that the sculpmap needs a slight modification. The modification shall apply to all 4 instances. So how am i supposed to handle that situation ? When i simply modify one of the instances and bake, then the other 3 instances do not change (in the blender api). So i want to apply my changes to the other three instances. How do i do that ? I tried to
Mesh - Scripts - Update from sculpty
But there i must import an external sculptmap. So is the idea to store the freshly baked sculptmap, then update from sculpty and load the map again ? Or is there a short cut by which i can apply the freshly baked sculptmap to all associated objects ?
Reset Sculpt Mesh
I've just commited a new script to git to add a way to do this. It's not ideal as it won't work on joined meshes, and if your edits change the size of the sculptie, this won't automatically change the scale of other objects using that map. But it's there in object mode under "Object - Scripts - Reset Sculpt Mesh" in git, so will be in 0.9.30
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