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Sculpty Avatars?

SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
05-07-2007 20:09
Anyone got any sculpty avatars yet?
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them.

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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
05-07-2007 21:56
seen sculpty faces around Morris. they are pretty cool, give the furries some time
grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
05-08-2007 06:29
Sculpty's should help quite a bit as most furry heads are about 100 prims.

Muti-position Furry tails used to be about 80 prims with a script in each prim to change it to be invisable. The new flexi tails are 2 to 4 prims and have one to two scripts.

Then there are paw's and feet...

One nice thing about Sculpties is that the prim itself is takes less bytes and most furries will have the same texture key for each common shape. This means that they will load faster, use less cache space, and bandwidth.

Edit:
Corection: The "old style" furry heads are about 100 prims since they used dozens of tapered tori to make the hair.
Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
05-08-2007 08:05
From: grumble Loudon
Sculpty's should help quite a bit as most furry heads are about 100 prims.

Muti-position Furry tails used to be about 80 prims with a script in each prim to change it to be invisable. The new flexi tails are 2 to 4 prims and have one to two scripts.

Then there are paw's and feet...

One nice thing about Sculpties is that the prim itself is takes less bytes and most furries will have the same texture key for each common shape. This means that they will load faster, use less cache space, and bandwidth.

Edit:
Corection: The "old style" furry heads are about 100 prims since they used dozens of tapered tori to make the hair.


and with scripting you will be able to easily change the sculpt texture. so you could even have exspressions. heck I don't know maybe animate things by changing out the texture. OOOO ! OOOO! IDEA! IDEA!

Morphing! we need morphing!. blend one textureing into another. Then you would have smooth aniamtion of sculpt prims. I wonder how hard this would be. This would be so sweet. This has so much potential.
Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
05-08-2007 10:42
can't wait for an editor I can afford.
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Jacques Groshomme
Registered User
Join date: 16 Mar 2005
Posts: 355
05-08-2007 10:51
Blender is free.

www.blender.org
Dnali Anabuki
Still Crazy
Join date: 17 Oct 2006
Posts: 1,633
05-08-2007 11:34
Shape shifting avatars will now be possible!
Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
05-08-2007 12:00
From: Dnali Anabuki
Shape shifting avatars will now be possible!

With a lot of work
grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
05-08-2007 23:34
I wonder if they will add client side texture animation for the sculpty shape?
Nargus Asturias
Registered User
Join date: 16 Sep 2005
Posts: 499
05-08-2007 23:44
Texture animations should work all the same, unless you talk about sculpties morphing texture animation? o.o
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Nargus Asturias, aka, StreamWarrior
Blue Eastern Water Dragon
Brown-skinned Utahraptor from an Old Time
Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
05-09-2007 06:53
From: SuezanneC Baskerville
Anyone got any sculpty avatars yet?


I see the thread went in a slightly different direction than I thought.

With sculpies we might be able to make "manaquins."
I don't know how many verts you'd need to make a good NPC manaquin, but it should be possible now.
With scripted changing of the sculpt texture you could "animate" them too.
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
05-09-2007 11:44
From: Nargus Asturias
Texture animations should work all the same, unless you talk about sculpties morphing texture animation? o.o

Texture animation style support for the sculpty texture would be AWESOME.

I'm currently embarking on the creation of a sculpty horse, I was working on one that's about 50 prims but some of the model is really hard to do without using loads more prims (as if 50 weren't enough) or just look wrong. With sculpties it should be possible :)
I have to learn Maya first though, I find Blender to be offensively hard to use purely on the basis that left and right clicks are the wrong way around! And it requires a middle mouse button for some things =S
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Tod69 Talamasca
The Human Tripod ;)
Join date: 20 Sep 2005
Posts: 4,107
05-09-2007 11:49
Been trying it myself. The default SL Avatar OBJ files didnt work. Just tried it real quick. Well, it "did" sort-of work. Convert OBJ to SubDiv, SubDiv to NURBS, run exporter. Exporter created over 2015 BMP files before I realized what it was doing. Guess I'll have to weld the vertices together. :o

It would be really neat to have stores with Avatar Manequins :D
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
05-09-2007 12:48
Sculpties should eventually allow us to drasticly reduce prim count and greatly improve appearance on things like the heads or tails or paws for Furry avatars. Probably better than a 20 to 1 reduction in number of prims needed for basic head or tail shape, for example.

But before that will happen, people will need to figure out a lot of what is needed to make them work at all, and what their limitations are. I know I've picked up a copy of Blender so I can give it a try. Steep learning curve, though, even for an experienced artist.

Being able to animate the texture for the morph layer on a sculptie is probbaly not going to happen any time soon. Since they are limiting the resolution of the morph layer to something like 64 x 64 pixels, mapped to a closed sphere shape, and since texture animation in SL usually requires placing multiple frames in a single texture and swapping between partial views with a script, I seriously doubt they will even try it. You'd need an array functiuon that could reference different morph textures via script control.
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Kalel Venkman
Citizen
Join date: 10 Mar 2006
Posts: 587
05-09-2007 13:37
As a sculptor, I just find the term 'sculpty' irritating. It's as though the prim itself was an active participant in the process or something, or it's "sculpt-like", which it isn't, because there are no tools in SL that can actually make a sculpty prim - it's a spherical deformation map, pure and simple. Plus, it's very close to the word "Sculpy", which is a trade name for a commercially available low-temperature polymerizing modeling compound.

Though I have to admit I can't think of a better name for the darn things.
Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
05-09-2007 13:45
From: Ceera Murakami

...
Being able to animate the texture for the morph layer on a sculptie is probbaly not going to happen any time soon. Since they are limiting the resolution of the morph layer to something like 64 x 64 pixels, mapped to a closed sphere shape, and since texture animation in SL usually requires placing multiple frames in a single texture and swapping between partial views with a script, I seriously doubt they will even try it. You'd need an array functiuon that could reference different morph textures via script control.


What I was wondering was if they could blend one into another. I have a wavey thing running in Morris. It is just a small 10 frame aniamtion which it changes out the texture. Gets the point acrross but very jumpy. But what kind of settings would you need. Start Textexture, End Texture, or a List of Textrues, Time between blends. Then you have to worry about how much processor time this would take.

But for this first version I am very happy with the result.
Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
05-09-2007 13:53
From: Jacques Groshomme
Blender is free.

www.blender.org


Yes, but is there an exporter for blender yet? The only one I've seen is the one for Maya released by Linden Labs. If there's one for Blender, don't be stingy!
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
05-09-2007 14:55
From: Darien Caldwell
Yes, but is there an exporter for blender yet? The only one I've seen is the one for Maya released by Linden Labs. If there's one for Blender, don't be stingy!

There isn't an exporter, but there is a way of doing it manually. However, it doesn't seem to be loading the pictures anymore, it MIGHT still be possible to follow:
http://amandalevitsky.googlepages.com/sculptedprims
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DeviantBone Xi
Deviously Deviated.
Join date: 30 Sep 2006
Posts: 14
05-09-2007 23:36
This tutorial (http://bentha.net/sculpted-tuto/Blender-export-template-tut.html) helped me get started on sculpties.

Quite simple too, I recommend going into sculpt mode instead of edit mode though.
Destiny Niles
Registered User
Join date: 23 Aug 2006
Posts: 949
05-10-2007 11:53
From: SuezanneC Baskerville
Anyone got any sculpty avatars yet?


http://www.flickr.com/photos/johnswords/492151483/
http://www.flickr.com/photos/johnswords/484687896/
http://www.flickr.com/photos/64711602@N00/485011303/
RobbyRacoon Olmstead
Red warrior is hungry!
Join date: 20 Sep 2006
Posts: 1,821
05-10-2007 12:33
From: Haravikk Mistral
There isn't an exporter, but there is a way of doing it manually. However, it doesn't seem to be loading the pictures anymore, it MIGHT still be possible to follow:
http://amandalevitsky.googlepages.com/sculptedprims


If you download the .blend file at the bottom of that page, and have the latest version of Blender (2.43), then you can use Sculpt Mode on the model and very very quickly create some pretty interesting shapes to play with on the Beta Grid.

Actually modelling something that you actually like... Well, Blender is not beginner-friendly, but there are a ton of tutorials out there. My son uses it all the time, and for the last few days I keep calling him over to show me how to do something, haha.

.
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Yiffy Yaffle
Purple SpiritWolf Mystic
Join date: 22 Oct 2004
Posts: 2,802
05-12-2007 06:56
I'm not sure how many here have played everquest 2 before but theres a player race that i play as there called Ratonga. Their sorta like anthro rodent creatures. Soon as sculpted prims get introduced in live, i may try my second attempt at making one in SL for myself. I don't really know how to use blender or maya or anything like that but my original attempt at making a Ratonga av 3 months ago turned out quite ugly. I've been thinking of changing my persona into a rat instead of being a wolf. ;p Just i think the rat avatars in SL right now are not my style.
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Tod69 Talamasca
The Human Tripod ;)
Join date: 20 Sep 2005
Posts: 4,107
05-12-2007 09:18
From: Yiffy Yaffle
I'm not sure how many here have played everquest 2 before but theres a player race that i play as there called Ratonga. Their sorta like anthro rodent creatures. Soon as sculpted prims get introduced in live, i may try my second attempt at making one in SL for myself. I don't really know how to use blender or maya or anything like that but my original attempt at making a Ratonga av 3 months ago turned out quite ugly. I've been thinking of changing my persona into a rat instead of being a wolf. ;p Just i think the rat avatars in SL right now are not my style.


Just looked 'em up! That'd be SO easy..... A Caveman could do it!
Mostly the head is egg shaped, which SL currently doesnt really have. I might take a shot at modeling the head. I think these sculpty prims are gonna be a boon to the Furries. ;)
Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
05-12-2007 11:04
From: Tod69 Talamasca
Mostly the head is egg shaped, which SL currently doesnt really have. I might take a shot at modeling the head.


I made a head almost like that already, I was going for dragon, but was just trying to see how well a method of modeling worked.

I did it with 6 NURBS circles, on on each end, real tiny, two more for the snout, another two for the skull. The idea was to convert it to a mesh to add finer details (eye sockets), but the mesh wasn't dense enough. Same idea should work well for the mouse.
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
05-12-2007 15:41
There are 7186 triangles on the basic avatar model.
Your average Sculptie has 64x64 = 4096 pixels = 4096 vertices = 4094 triangles, right?
So... 2 prims ought to be enough to get as much detail as an avatar?
Sounds like something's off in my calculations :D
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