Import Question

WHen you import a sculpt from a tga, is there a good way to get it to represent/set the stitching type is should be displayed as?
I can not get it to display the stiching type correctly for an imported sculpt.
I do not get the dialog box that allows me to select the stitching type and such.
Using the latest scripts btw

Manny's picture

It was being mentioned in the

It was being mentioned in the Mailing List here, now what Domino explained me as procedure was: to create the target mesh as a normal sculptie, then use "Mesh" (Header) > "Scripts" > "Update from Sculptie" to set the vertex positions. (Domino's words)

I tried and it worked. Steve

Hope it helps and of course I might be wrong, since the snapshot/git versions are in development tied to constant changes. Hopefully Domino will or not confirm it. Glasses

I am sorry, I am so totally

I am sorry, I am so totally lost with what is being suggested in this thread. I am rather new to Blender. What does " "Mesh" (Header) > "Scripts" > "Update from Sculptie"" mean? I see mesh under Add, but nowhere else. I am on a Mac using the latest Primstar. Neither did I understand what Domino was saying. Forgive my ignorance. Thanks.

Manny's picture

It means: (in Edit Mode)

It means: (in Edit Mode)

Domino Marama's picture

Import needs correct map images

Import in the 0.9.x series needs exact matches on the seams before it will recognise them. Import not being an exact import, but an interpretation of the map always bothered me, so I fixed it Wink

Doing so highlighted a few problems with seams that the old import (and SL) hid which were fixed with the bakemap2 code. So old sculpt maps might have minor inaccuracies around the edges that prevent the import from giving the exact type. New maps (from 0.9.2 or later) should work correctly and create the seams automatically.

For old sculpt maps, you can either use the map to update a mesh with the correct topology (as Manny suggests), or you can model and fix the seams yourself. Enabling "AutoMerge Editing" in the mesh menu and using snap to vertex should make this a pretty quick process.

Humm

Well I guess I am not blender smart enough to follow.
I used the update from sculpty method and it worked.
The other method I can not follow.

Thanks though. I'm learning more about this every day. Smile

Thanks Manny

That works great for me too.
Smile :)

Manny's picture

Domino explained me the

Domino explained me the "how-to" so it's a shared credit. Wink

Thank you, Manny...I will try

Thank you, Manny...I will try it. The image explained it all. Smile

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