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Sculpty exporter for Wings 3D

2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
05-23-2007 12:16
From: Seifert Surface
...though I added that to the wiki, so if you didn't believe me before, don't believe the wiki either... ;P



You didn't tell me that the last row of vertices were stored in very last row of a 64x64 sculpt map. You bum head!


But seriously though, you've not said anything that I didn't believe. :)
ElQ Homewood
Sleeps Professionally
Join date: 25 Apr 2007
Posts: 280
Yeah! Thanks for this!
05-23-2007 12:57
Thanks for all the hard work! Worked fine for me, just followed your directions. This'll make things a LOT easier.

ELQ
Qarl Linden
Linden Lab Employee
Join date: 13 Feb 2007
Posts: 24
05-23-2007 13:07
From: Seifert Surface
...though I added that to the wiki, so if you didn't believe me before, don't believe the wiki either... ;P


Seifert's info and reasoning are exactly correct. :)


K.
ChaiBoy Rang
Registered User
Join date: 9 Mar 2007
Posts: 29
05-23-2007 15:23
So let me see if I get this roughly right...

Can i make the sphere in wings, export it zbrush paint like crazy and export a map from there?


that is long as i don't subdivide it?
Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
05-23-2007 15:53
folks are struggling with the uvmapping so I'm throwing out my uvmapped sphere, along with the UVS file which can be used in UVMapper for other spheres of 64/63 type generated by Wings3D. Will work even if you have deformed it already, as long as you haven't changed the vertex order.

you can apply the mapping in UVMapper -

www.uvmapper.com

UVS file should work in the free version - but I haven't used it in a coon's age - I use the pay version.
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... perhaps simplicity is complicated to grasp.
Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
05-23-2007 15:59
From: ChaiBoy Rang
So let me see if I get this roughly right...

Can i make the sphere in wings, export it zbrush paint like crazy and export a map from there?


that is long as i don't subdivide it?


yes.

but you have to bring it back to Wings to export a sculpt map. I just threw out my sphere so you don't even have to generate the sphere first, just import to Wings when finished.

NOTE

the exporter crashes for some material settings. If you're crashing, and you haven't changed the vertex count - try putting it through uvmapper and then export it again, making sure that "Don't export materials" is checked. Fixed it for me.
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... perhaps simplicity is complicated to grasp.
Cutter Rubio
Hopeless Romantic
Join date: 7 Feb 2004
Posts: 264
05-23-2007 18:10
Did they break this in the update? I have made the shape I want in Wings, exported it and uploaded it to SL. In the upload, if I Preview as Sculpted Prim, it looks great. When I now apply the texture to the prim, it's all screwed up and the texture image in the Object dialog looks skewed or stretched or something like that, not at all like it looks in the uploader.

Anyone else having a problem?
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The early bird may get the worm, but the second mouse gets the cheese.
bulletproof Soyinka
Registered User
Join date: 9 Oct 2005
Posts: 19
Problems with plugin
05-23-2007 18:17
hey guys i was wondering where the plugin is located do i download it or is it in a certant file. Thanks
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
The application beam quit unexpectedly
05-23-2007 18:53
2007-05-23 20:27:14 -0500

EXC_ARITHMETIC (0x0003)
0x00000008

Thread 0 Crashed:
0 process_main + 32577

Seems to work, but I don't like this showing up.
Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
05-23-2007 19:01
I downloaded the plugin from the original post again today, and it works fine for me.

but note what I said about *materials* they can crash the exporter.
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... perhaps simplicity is complicated to grasp.
Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
05-23-2007 19:03
From: bulletproof Soyinka
hey guys i was wondering where the plugin is located do i download it or is it in a certant file. Thanks


you download it off the first post on this thread :)
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... perhaps simplicity is complicated to grasp.
LeVey Palou
Registered User
Join date: 31 Aug 2006
Posts: 131
05-23-2007 19:49
From: Cindy Crabgrass
i run wings 0.98.36 on XP and get the export option, seems to work :p

EDIT : created sphere, exported, used previever... its a sculpty :D




Hello all, hope this isnt a dumbe question?

I made a sphere per 32 and 31 and then shaped it. I used exporter to make a uv map so far so good. I downloaded new version of sl.

um, now what? LOL

I dont see a "make sculpty tab in edit like with flexis and i tried uploading the bmp file of uv and slapping on a sphere but doesnt make a "presto!" sculpty...

what did i not do or miss??




***************update******************

hi again. when i preview in upload image as sculpted prim i can see it...its there. what steps do i take after uploading image? PLZ help...i am so close


Thanks!
Ashrilyn Hayashida
Registered User
Join date: 6 Jul 2006
Posts: 103
05-23-2007 20:11
LeVey Palou: Edit the object, click More >>
In the Object tab, in the dropdown list for prim type, choose sculpted prim.
There's an inventory display bug right now, so you may have to drag the texture into that texture box (still in the Object tab). Or if you click the texture box there, type in the partial texture name in the search, and it should show up.

Then it should take on the shape defined. Then you can apply some texture to actually *texture* it in the Texture tab.


Also to avoid making a new post:
I tried the plugin, made a spiky sphere thing to test out Wings3D, and the exporter worked all right for me. Had the right shape I think. Worked better resized the texture to 256x256 rather than something more like 64x64. Though my original export was 16x16 ;)
Rarach Cattaneo
Registered User
Join date: 19 Jul 2006
Posts: 1
help please
05-23-2007 20:37
hi all:)
I'd love to try to play with wings but.... when i installed the version and the plug-in i get the msg. werl.exe had to stop before it even opens the program. Any ideas what i have done?
Much appreciated:))
Elliott Eldrich
Registered User
Join date: 8 Feb 2006
Posts: 4
Wings for Intel Mac = ENDLESS CRASHING
05-23-2007 21:35
I've spent the last four hours trying to get Wings to work on my Intel based Mac Pro, and as of now I'm throwing in the towel. I got about 1/2 way through the "doghouse" tutorial, and first of all, it tells you to select the bottom faces of the "doghouse" you've built, but there is NOTHING in any of the documentation I've found that can help you learn how to rotate the model so that you can actually SEE the underside of what you've made, or any way whatsoever to actuallly SELECT those bottom faces! <P>
That's bad enough, but even worse is the fact that Wings just LOVES to crash on my Mac Pro. Crash crash crash crash crash crash crash. It got to where I was saving after entering EVERY SINGLE COMMAND. Select a line, move it, save. Select another line, move it, save. Save after every single command. That's not exactly a functional program. <P>
So, I have to say, if you're an Intel based Mac user, this program will most likely not serve you well at all. Pity, I was just beginning to have hope.
Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
05-24-2007 03:37
From: Elliott Eldrich
I've spent the last four hours trying to get Wings to work on my Intel based Mac Pro, and as of now I'm throwing in the towel. I got about 1/2 way through the "doghouse" tutorial, and first of all, it tells you to select the bottom faces of the "doghouse" you've built, but there is NOTHING in any of the documentation I've found that can help you learn how to rotate the model so that you can actually SEE the underside of what you've made, or any way whatsoever to actuallly SELECT those bottom faces!


Use the center mouse button - or mouse wheel. clicking it allows you to rotate, left click exits the cam, holding it down lets you pan the camera.

Unsure if you have a three button mouse, but for most 3d apps its kind of necessary. I have a mousewheel on my wacom mouse, does the job very fine.

Try talking to Barney Boomslang about Intel Macs - I know he has one and would be more familiar with the issues. I had crashing problems before with Wings as well on my XP computer, this is why I use Silo and Zbrush for my actual modelling, and Wings simply for export.
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... perhaps simplicity is complicated to grasp.
Ahdri Writer
Registered User
Join date: 22 Feb 2007
Posts: 4
How do I make other shaped? Cubes, Cylenders etc.
05-24-2007 06:31
Hey all I appriseate the work you all done to get wings up and running for SL.

I have some questions, that ill hope some one can answer.

How do I cut up a cube, cylinder and torus so that I can export it to SL?

I can get the spheres to work just fine and have made some nightmarish shapes so fare but I can simply not wrap my mind around how to cut up the other shapes, everything I try fails.

Also is there a “snap to grid” function in wings?
Barney Boomslang
Steam & Magic Alchemist
Join date: 27 Feb 2006
Posts: 20
05-24-2007 07:08
From: Elliott Eldrich
That's bad enough, but even worse is the fact that Wings just LOVES to crash on my Mac Pro. Crash crash crash crash crash crash crash. It got to where I was saving after entering EVERY SINGLE COMMAND. Select a line, move it, save. Select another line, move it, save. Save after every single command. That's not exactly a functional program.


Hmm. I am playing around with it on my MacBook Pro and it works fine - haven't had any crash at all. 0.98.36 is what I use - the last dev snapshot.
Rita Hemingway
Registered User
Join date: 23 Sep 2005
Posts: 45
05-24-2007 08:10
From: Barney Boomslang
Hmm. I am playing around with it on my MacBook Pro and it works fine - haven't had any crash at all. 0.98.36 is what I use - the last dev snapshot.
I've been getting the same crash-crash-crash (see above).
Learjeff Innis
musician & coder
Join date: 27 Nov 2006
Posts: 817
05-24-2007 09:24
I'm having no luck with some geometric 8x8 textures I'm trying to make. When I upload the textures and apply them to a scupty, I get a flattened and twisted shape rather than the simple emeraldish shape I made. Is this due to compression perhaps?

Thanks
Jeff
Aura Lily
Registered User
Join date: 10 Jan 2004
Posts: 7
UV mapping - Texturing in Wings3d
05-24-2007 09:28
Once upon a time I used wings3d for modeling objects in Activeworlds (AW). We, my partner and I, even hired a programmer guy to write a .RWX exporter for us. Her uncle paid for it :)

Anyways, I got pretty good with wings. I made avatars and all kinds of stuff. Here is a UV mapping and textureing tutorial I did for some people in AW. It is still useable even if it is lots of revs out of date. the AutoUV part has not evolved that much:

http://anuk-su.frobozz.us/tutorials/UV/

Sorry the tutoral is for a simple cylinder but will give you and idea how the UV mapping part works
Learjeff Innis
musician & coder
Join date: 27 Nov 2006
Posts: 817
05-24-2007 10:18
Darn. I find that sculpty is useless for geometric shapes due to jpeg compression. Too bad, would have been great for jewelry.

16x16 got around my problems with 8x8, but it means I need to double up lots of vertices. Unfortunately, doubled up vertices get spread out by compression, causing a nice smooth structure to have odd discontinuities. (It even caused a hole all the way through my test shape; you can see daylight through it.)

I'll be filing a feature request to disable jpeg compression for 32x32 and smaller -- after all, that's only a 3k file, and unlikely to be used for normal texturing purposes with such low resolution. The case for 64x64 is harder to make, assuming it's a popular size for building textures.
Ashrilyn Hayashida
Registered User
Join date: 6 Jul 2006
Posts: 103
05-24-2007 12:08
What you could do is take that 8x8, 16x16, 32x32, etc. texture, and (without interpolation/smoothing) resize the texture to 256x256 or 128x128. That may get around some of the jpeg compression artifacts... but, yeah.. It *would* make more sense to have small images not be compressed, instead of having to waste a little space uploading a 256x256 texture instead.

Re: Cubes,
http://wiki.secondlife.com/wiki/Sculpted_Prims:_Sculpt_Maps_and_Textures has a premade texture for a "rounded cube" at least.

By the way, thanks a LOT for this exporter, Omei Turnbull.
I just need to get my head around texturing these shapes. If I can figure it out from one of the tutorials mentioned, I'll try to describe what I did so it makes sense for people that don't know what they're doing - like me. :) Maybe it's simple, but I just don't understand how the texture maps onto the shape, if there is only one right way to do it, or if it's possible to remap it and still have it show up properly in SL.

Edit: Hmm, what I gather from /8/25/185425/1.html is that the texture map must follow the original shape you started from, e.g. you'd map this modified sphere to a sphere, even if it doesn't look like one now. Or just use UVMapper's function to do so (since cutting to map in Wings, I don't know if I'd get the start properly, of course in SL there's the texture offset settings).
Learjeff Innis
musician & coder
Join date: 27 Nov 2006
Posts: 817
05-24-2007 13:28
Good idea, Ashrylin, I'll give that a try.
RaptonX Zorger
Registered User
Join date: 26 Jan 2006
Posts: 79
Symetrical skulpting?
05-24-2007 13:57
Ok, I love the program, but only one thing that annoys me is symetry. Say moddeling a face and wanting ot use the magnetic tool ot deform things, but on both sides ofa prim, is there a way to do that other then mirror, becasuse virtual mirrord objects cannot be exported.
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