MultiPrim Blender to SL/Sculpties Export

Is it yet possible to export multiple sculpted prims (as configured/sized/rotated, etc. in Blender) to SL - using PrimStar?

Domino Marama's picture

Multiple prim Blender sculptie export

The 0.9.x series supports this, it's not fully tested yet, but I've not had any bug reports on it either.

Just create linksets in Blender with parented sculpties and use Export - Second Life LSL to use.

Just checking - where do I

Just checking - where do I find version numbers?

(Does the Recommended Version in Downloads support this? I can't seem to get multi-prim support to work - seems disfigured and misaligned, once inworld... but that might be because I'm not exporting the sculpt maps right - not rescaled, not normalized?

Also, should I be using the inworld scripts/setup otherwise? I create a filler prim for the "origin" or root prim, drop all sculpt maps in inventory, then place the lsl for each prim in each corresponding prim.)

Domino Marama's picture

Version numbers

Version numbers are just on the zip file. The 0.9.x series support multiple prims, 0.5.x has a few problems in that area (it was the major reason for doing the rewrite for 0.9.x so that the problems could be isolated and fixed). I stopped putting version numbers in the files as it was getting confusing. I'd either have to update version numbers in files that hadn't changed for over a year, or each script would have a different version number. So I changed to versioning the script bundle instead.

The recommended version on downloads is 0.5.x series, it's just a temporary page - once I've sorted a few things out http://dominodesigns.info/node/4/release will appear as the download page.

Manny's picture

version numbers git

I like the version been displayed in the console while pulling the last version from the git repo, looks tidy.

Thanks, Domino.

Cheers.

Domino Marama's picture

Git versions

Yeah, git is a lot easier to handle if you are trying multiple versions. With the Blender Python User Scripts directory set to the directory created by git clone http://dominodesigns.info/git/primstar.git (in my case /media/data/primstar) it's easy to switch between the releases.

domino@domino-laptop:/media/data/primstar$ git checkout 0.5.0
Note: moving to "0.5.0" which isn't a local branch
If you want to create a new branch from this checkout, you may do so
(now or later) by using -b with the checkout command again. Example:
  git checkout -b <new_branch_name>
 HEAD is now at 4bc6f56... Backport of import accuracy fix
domino@domino-laptop:/media/data/primstar$ git checkout 0.9.1
 Previous HEAD position was 4bc6f56... Backport of import accuracy fix
 HEAD is now at 7310101... Torus type renames to 'Torus Z', added 'Torus X'.
 Z and X refer to axis of rotation for the torus.
Manny's picture

Sweet, now I've gotta log

Sweet, now I've gotta log out.

Have a good day.

Any idea on an ETA for the

Any idea on an ETA for the "recommended" release of 0.9.x?

Domino Marama's picture

0.9.x release

Basically 0.9.x is the development that will become 1.0.0, so it has to have the final GUI and be feature complete before it will replace the 0.5.x branch as the stable recommended release.

The main holdup is getting the test GUI working correctly on Windows. Once that's done it shouldn't take too long to convert the other GUIs to use gui.py

Also the edge baker I'm writing changes a lot of the more complex parts of Primstar and while I'm pretty confident it'll be done in a week, the amount of coding I can do varies considerably day to day.

So no there's no real ETA for anything. However, 8th November is my unofficial target date for a 1.0.0 release. That's the two year anniversary from my first release so I really want it done and out by then.

How is multi-prim sculpt

How is multi-prim sculpt export going?

Oggie's picture

Multiple Prim Export-too many scripts

Hello, i seem have forgotten the process of Multi Export i think. I select all Sculpts>RenderSL>Parent>Export to Dir. This works well but i have 1 script for every sculpty instead of the the usual 1 script for all sculpts. Ive tried variations of Parent then Rendersculpts & Render then parent & even tried Grouping but still end up with 30 scripts instead of just 1. Im using Primstar 1.0.0. on JASS

Any help would be much appreciated

Manny's picture

hey Oggie

The process I use on Primstar 1.0.0 is:

Steps Blender/SL:

Blender:

1) Select. (The meshes you want to parent)

2) Parent.

3) Bake. ( from the top menu: Render > Bake Sculpt Meshes)

4) Export. (Second Life LSL to Dir)

SL:

1) Create a cube/box, whatever that is.

2) Create an object and name it: Primstar and drag it into the cube's content folder.

3) Drag the maps you up-loaded in the cube's content folder.

4) Add: "New Script" in the cube's content folder.

5) Paste the code in the "New Script".

6) Ready to build. Click to start.

I want to know if and what

I want to know if and what steps there is to going from Mesh-Plane, and converting that build to a Sculpt with Root Prim, so I can export it? Thank You so much.

Domino Marama's picture

Multi prim build

If you have a few sculpty shapes, then just use Blender's parenting (CTRL p) to turn them into a linkset for export.

If you are building with normal Mesh - Plane, then the object may not be sculptie compatible. Sculpties are a regular grid of quad faces. You can try sculptify to add the correct UV maps, but this won't work on objects with extruded faces or anything else that breaks the grid layout.

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