Sculpty exporter for Wings 3D
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Kami Fluffy
Registered User
Join date: 19 Feb 2006
Posts: 3
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12-22-2007 09:28
IF anyone hasn't uploaded any already. I made some simple cubes using spheres in three resolutions. (I'm uploading them one at a time, because I'm making them as I post this.  ) http://rapidshare.com/files/78353319/box8x7.wings.html (8x7 Prim) http://rapidshare.com/files/78354536/box16x15.wings.html (16x15 prim) http://rapidshare.com/files/78358085/box64x63.wings.html (64x63 prim)
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Leonor Sapeur
Registered User
Join date: 8 Jun 2005
Posts: 7
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Anyone else has problems with the torus-template sculptie?
01-01-2008 06:35
Hi I'm not sure if I'm doing anything wrong, so here goes:
1. Downloaded the non-sphere template from the SL wiki. 2. Opened up teh 32x31 torus quad wings file into Wings 3D (0.99.00b) 3. Exported the basic torus into SL sculptie bitmap format (128x128, allow recentering). 4. Uploaded the bitmap into SL (turned lossless on in upload dialog). 5. Created a prim in SL, edited it, made it a sculptie, set the bitmap as the sculptie map. --> now it looks like the torus, except the bottom end of the hole is filled up, like a container with a base instead of a torus with a through-hole.
I've repeated the above process with Omei's 64x64 torus released in this forum, but with same results.
I've tried uploading the texture using SLImageUpload, but kept getting a System.Argument.Exception: The path is not a legal form. I've got .Net 2 installed, and I've tried SLImageUpload on a second computer on XP (instead of Vista) and same error.
[EDIT] ok, managed to get SLImageUpload to upload, despite the error message. The resultant prim from the uploaded texture's UUID, set by script, is exactly the same as that from the previous manual-load method. So it seems the problem is with the torus. [/EDIT]
Am I doing something wrong?
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Omei Turnbull
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Join date: 19 Jun 2005
Posts: 577
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01-01-2008 20:27
Leonor, you're not doing anything wrong. There's just one more step. For no obvious reason, you have to use a script to set the prim type (aka toplogy) for anything other than a sphere. The following LSL command will do it when you replace the phrase 'your sculpty uuid' with the UUID of your sculpty bitmap. The " delimiters need to be there.
llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, "your sculpty uuid", PRIM_SCULPT_TYPE_TORUS]);
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Leonor Sapeur
Registered User
Join date: 8 Jun 2005
Posts: 7
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Thanks Omei!
01-01-2008 21:08
Thanks Omei, that worked wonderfully!
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Leonor Sapeur
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Join date: 8 Jun 2005
Posts: 7
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How to export obj file with embedded texture for Photoshop CS3 Extended?
01-08-2008 16:46
Hi again,
Now I'm trying to make textures for my torus... I'm using Omei's template in Wings3D.
1. I selected all the faces of the torus, rightclicked and hit ".UV Mapping" once, and closed the AutoAV window. 2. I opened the outliner, and dragged auvBG2 to default. 3. Saved the torus as a obj file. 4. Imported the obj file into Photoshop CS3 Extended as a smart object. It recognizes the 3d shape, but doesn't detect tthe texture layer.
Any ideas?
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Omei Turnbull
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Join date: 19 Jun 2005
Posts: 577
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01-08-2008 17:23
Leonor, a couple of things might have gone wrong. 1) When working in the outliner window, make sure you select the line by clicking with the left mouse first. Then do the action. It has to be two different steps, and I consider this to be a UI defect with this window. When you assign the texture to the material (by dragging or with the commands), you should next get a window where you select the texture type. You didn't mention this window, which is why I wondered whether perhaps you hadn't selected the texture as a separate step. 2) Make sure you assign the texture to the material that is being used for the model. In my current version of the template, this material is named Default_Material, not default. (Wings has a tendency to create a new default material even if it isn't being used for anything.) If you assign the texture to the proper material, the texture should be displayed on the torus in the Geometry window. 3) I'm not sure if anyone has tested the Wings -> Photoshop CS3 Extended smart object object transfer below. But I confirmed that the Wings .obj exporter does create material and texture files that look to be consistent with the .obj file. Make sure that these other files are in the same directory as the .obj file when you open it in PS. Assuming you get this working, would you add your new knowledge to the Wings 3D page on the SL Wiki? I don't think this topc is covered there.
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Leonor Sapeur
Registered User
Join date: 8 Jun 2005
Posts: 7
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Maybe I'm missing something...
01-08-2008 18:21
Thanks for the quick response, Omei.
Indeed your point 2 was helpful, as I was dragging the texture (yes I did do it correctly, with the diffuse map option) to Default rather than Default_material.
<edit> found the error... somehow in Photoshop Windows, spaces in the *.mtl name cause the program to not find the material, and hence, the texture file. When I exported the *.obj file without spaces, everything worked fine. </edit>
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Omei Turnbull
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Join date: 19 Jun 2005
Posts: 577
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01-08-2008 19:19
If Photoshop CS3 Extended ignores the other files, that is a deficiency in its .obj file importer. Having separate files for materials and textures is the normal .obj file format. To my knowledge, there is no convention for embedding them in the .obj file itself, but I could be wrong about that.
If you want to explore the issue, you could put a texture on the model in PS, export it as an .OBJ file (assuming it supports that) and then see what it produces.
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Leonor Sapeur
Registered User
Join date: 8 Jun 2005
Posts: 7
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Is there an easy way for me to edit the 31x31 plane to get a 64x64 plane?
01-11-2008 02:41
Hi Omei, oops it seems I edited the previous post whilst you were replying. Anyway, problem solved, all is well.
On another note, is there an easy way for me to edit the 31x31 plane you provided to get a 64x64 version?
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Omei Turnbull
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Join date: 19 Jun 2005
Posts: 577
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01-11-2008 07:51
From: Leonor Sapeur On another note, is there an easy way for me to edit the 31x31 plane you provided to get a 64x64 version? Yes. Because sculpties are represented as standard bitmaps, many useful things can be done with them in any 2D imaging program, like PS. A few people actually make sculpties from scratch by directly manipulating the bitmap. Just resize the 32x32 pixel bitmap to 64x64 pixels, using linear interpolation. Since each pixel in the bitmap represents one vertex in the model, you'll get a 64x64 (vertices) plane. Since I label my templates by the number of faces, not vertices, this will be a 63x63 (faces) plane.
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Maxx Carter
Registered User
Join date: 14 Mar 2007
Posts: 1
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...what the..? )  ((
01-21-2008 02:00
hi out there, i tried out wings 3d - great stuff, by the way, BUT: instead of getting v.98.xx i got v.99.xx - does that matter? coz i cannot export my styles - a message occured: "unsupported mesh size"... can anyone help? installations: wings3d-v.99.1 plugins: all (4)you gave in your post... greetings 
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Omei Turnbull
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Join date: 19 Jun 2005
Posts: 577
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01-21-2008 11:55
Maxx, I haven't done a lot of testing with with the Wings v0.99 release, but the problem you are having isn't related to the new release. The "Unsupported mesh size" error is the most common thing new Wings sculpty creators run into, because they don't realize the sculpty exporter can't export an arbitrary Wings model. See http://wiki.secondlife.com/wiki/Wings_3D#Troubleshooting_Tips and the http://wiki.secondlife.com/wiki/Wings_3D page in general.
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Poizon Repine
Registered User
Join date: 24 Jan 2008
Posts: 1
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sculpt map exporter ;Wings 3D
01-24-2008 04:55
I'm running the very latest wings 3d ( 0.99.00b ) wouuld this exporter work on this update or will i have to hunt around alot to find one that does ?
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Omei Turnbull
Registered User
Join date: 19 Jun 2005
Posts: 577
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01-24-2008 09:31
Poizon, I haven't seen any sculpty exporter problems with the 0.99x releases.
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slachx2 Manen
Registered User
Join date: 27 Aug 2007
Posts: 1
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help plz
01-27-2008 07:54
hey man , it driving me crazy , i instaled wings 3d 00.99.00b and the plugin from the first attached file from the forums ; now i can see the buttun secondlife buttun but when i try to export it as bmp to sl it say UNSUPPORED MESH SIZE , i tougth maybe i need new update for the plugin , well i dunno from where i can download it , wd be great if u can send it to me trough msn and yahoo or just give me the direct link to the download msn  lachx2@hotmail.com yahoo:kyo03ma@yahoo.fr TY A LOT
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Nyles Nestler
Registered User
Join date: 5 Jan 2008
Posts: 72
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01-27-2008 11:53
From: someone hey man , it driving me crazy , i instaled wings 3d 00.99.00b and the plugin from the first attached file from the forums ; now i can see the buttun secondlife buttun but when i try to export it as bmp to sl it say UNSUPPORED MESH SIZE , i tougth maybe i need new update for the plugin , well i dunno from where i can download it , wd be great if u can send it to me trough msn and yahoo or just give me the direct link to the download
You're getting that error because either you're: a) NOT using one of the 64 x 63, 32 x 31 etc. meshes that have links at the begining of this thread, as a starting point. b) You ARE using one of the supported meshes but are performing an action that changes the number of vertexes (like "extrude" or "bevel" Use one of the supported meshes as a starting point, then only perform actions like "Move", "Rotate", "Scale" and "Flatten".....there may be more.....
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Nyles Nestler
Registered User
Join date: 5 Jan 2008
Posts: 72
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01-27-2008 13:29
Mr. Turnbull, I've been playing around with Wings3D and the SL plugin - much appreciation for all your contributions and help here! I've been using the supplied meshes and of course, I noticed if I add or subtract vertexes to these, or try to use other shapes I get the error message as expected. Admittedly, I haven't read through all of these 500+ posts but... What exactly is the criteria for a mesh to be supported by SL? If I can, I'd like to start with meshes other than spheres on occasion. If I know the exact parameters that SL's engine expects, I might have more freedom here.... Thanks in advance!
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Omei Turnbull
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Join date: 19 Jun 2005
Posts: 577
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01-27-2008 13:56
From: Nyles Nestler What exactly is the criteria for a mesh to be supported by SL? If I can, I'd like to start with meshes other than spheres on occasion. If I know the exact parameters that SL's engine expects, I might have more freedom here.... I actually don't have a simple, but accurate, answer to that because of various subtleties. But the basic design constraint of sculpties is that the points in your model get mapped to a rectangular bitmap, with each pixel in the bitmap representing a point. Edges are assumed to be between points that are adjacent, either horizontally, vertically od along the diagonal from lower left to upper right. In addition, there has to be some rule for how the edges of the bitmap get treated. Do they wrap around, like the lines of latitude on the Earth? Or do they get pulled together at the poles, like Earth's lines of longitude? Or do they just fall off the edge, like a flat earth? The answer in the case of sculpties is that you get to choose one of four options that are referred to as sphere, cylinder, torus and plane. These names describe only how the edges are treated, not the shape of the model you build with them. Added to this are other practical constraints, both hard and soft. SL puts constraints on the dimension of the bitmaps and the exporter makes assumptions on how the vertices are numbered. So for practical purposes, you need to start with one of the templates that take all these things into account, at least until you've gained a lot of expertise (and carefully studied each of those 500+ posts.) 
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Nyles Nestler
Registered User
Join date: 5 Jan 2008
Posts: 72
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01-27-2008 14:04
Thanks for your explanation - and yes, I agree: it sounds like at this point I'd better stick with the supplied meshes! 
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Coadey Concord
Registered User
Join date: 9 Jul 2005
Posts: 25
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Mirroring?
02-16-2008 18:50
Anyone have a way to produce symetrical sculpties? Whenever you use Virtual Mirror or Mirror in Wings3D on a sphere, it re-numbers the faces (e.g. the top 8 faces change from being #0-#7 to being #0-#3,#165-#16  . This doesn't work with the Sculpty Plugin, which expects each row of faces to be sequential. Thanks!
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Nyles Nestler
Registered User
Join date: 5 Jan 2008
Posts: 72
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02-16-2008 19:10
From: someone Anyone have a way to produce symetrical sculpties?
Yes. In Blender's sculpt mode, you can turn on symetry along any axis. I believe you can do the same with ZBrush.
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Omei Turnbull
Registered User
Join date: 19 Jun 2005
Posts: 577
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02-16-2008 21:56
From: Coadey Concord Anyone have a way to produce symetrical sculpties? Whenever you use Virtual Mirror or Mirror in Wings3D on a sphere, it re-numbers the faces (e.g. the top 8 faces change from being #0-#7 to being #0-#3,#165-#16  . This doesn't work with the Sculpty Plugin, which expects each row of faces to be sequential. Thanks! DanielFox's SculptySpace has a mechanism that allows you to use Wings' Mirror function. He explains it here: /8/b1/219540/1.html#post1742714. You can download SculptySpace from http://sculptyspace.com/index.php?id=2 BTW, SculptySpace is a very useful tool. It deserves more recognition.
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Anthonys Republic
Registered User
Join date: 19 Jan 2008
Posts: 16
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02-17-2008 00:40
i been using wings 3d for about a month now, and learned about the mesh problems if you try to smooth or bevel or add vertices. but i encountered something yesterday that blew me away a little, i made a shaft with a washer and nut face on each end, exported it ok, rezzed it up in sl, looked great, great edges and all, just what i expected. so i log out, come back next morning, now the object is warped. so i took image and retired applyign to new sculpty, still warped. ok, go back to wings, export it again, rez it, looks great, log out and back in, warped.
now in the past i did some messing around and yes brought in warped objects (chewed up) but it was rezed that way, but this is soemthing new to me with it rezzing ok and once you log out or leave sim, it gets warped permanent.
Any suggestions?
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Omei Turnbull
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Join date: 19 Jun 2005
Posts: 577
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02-17-2008 09:59
This would be an SL problem, not specific to Wings. It sounds like your SL client is rendering a low-resolution version of the sculpty. If it is a client/server communication problem, it will probably clear up spontaneously. If it doesn't, try clearing your cache, which will force the client to get a new copy from the asset server. Although it is posible that the copy on the asset server has become corrupted, this happens far less frequently than the first two.
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Coadey Concord
Registered User
Join date: 9 Jul 2005
Posts: 25
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Re: SculptySpace, LOD
02-17-2008 10:11
From: Omei Turnbull DanielFox's SculptySpace has a mechanism that allows you to use Wings' Mirror function. Thanks Omei, but unfortunately SculptySpace is Windows-only. One of Wings3D strong points is that it's cross-platform (using a Mac here). Perhaps someone has/could create a vertex-reordering plugin for Wings3D? I wrote one in perl for OBJ files (to get around the bug for now), but maybe the Sculpty plugin itself could do the re-order? From: Anthonys Republic so i took image and retired applyign to new sculpty, still warped. It sounds like you're seeing an LOD problem. Are you using WindLight? http://jira.secondlife.com/browse/VWR-2404
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