Tiberious Neruda
Furry 'On File'
Join date: 1 Nov 2005
Posts: 261
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10-08-2008 08:35
Here's what I've got... it's an inverse sculpted prim that only looks right with the following settings from the Release Candidate:
Inside Out Mirrored -90 Z rotation
How would I replicate this as a texture for the main client?
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Pygora Acronym
User
Join date: 20 Feb 2007
Posts: 222
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10-08-2008 10:53
You would need to perform those operations in a sculptie authoring application like Blender or Maya.
Depending on the application, mirroring will net you inside out for free. A lot of apps mirror by scaling -100% on the axis you are mirroring, which flips the normals. Otherwise you just need to flip the normals as a separate step.
Rotating would have to be done on the pivot level or sub-object level. Simply doing a rotate transform on the object level node will not translate into SL.
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Tiberious Neruda
Furry 'On File'
Join date: 1 Nov 2005
Posts: 261
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10-08-2008 11:16
I'm talking about the checkboxes from the RC client, not screwing around with the model in any sculpting program.
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Pygora Acronym
User
Join date: 20 Feb 2007
Posts: 222
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10-09-2008 08:53
I see. I'll try to be a bit clearer here. You can't do that within the main viewer yet, and you can't see the RC viewers changes on the sculptie if you look at it in the main viewer.
So...
You would need to perform those operations in a sculptie authoring application... etc. etc...
Or, in your case, since you aren't into "screwing around", you will have to wait until the check boxes and viewing code make it into the main viewer.
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Monique Binstok
Registered User
Join date: 5 May 2008
Posts: 87
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10-09-2008 09:51
Here is some info on using photoshop to modify the .bmp. I saved to notepad so don't have a link to the original post.
"Credit goes to Deanna Trollop for these tricks.
To scale along a given axis, keeping the positive/negative end of that axis fixed: Using Levels, increase shadow/decrease hilight value of the desired channel (red for x, green for y, blue for z), respectively.
If your program has an "auto" Levels button (Photoshop and GIMP both do, PSP likely does also), using it on all three channels can help fix a sculpty that doesn't fit its bounding box (Rokuro/Tokoroten often produce such). ~EP
To shift the entire model along a given axis: Increase or decrease brightness of the desired channel. (Note, values that get "clipped" to pure black or pure white will cause the associated verts to "squish" against the side of the bounding box.)
To mirror-flip the model on a given axis: Invert the desired channel (transposing the verts on the + side to the - side, and vice versa) AND mirror-flip the image horizontally or vertically. (Skipping the second step would end up with a model mirrored and turned inside-out, because the vertex order of the polys would be reversed, similar to a 180 twist on a prim sphere)"
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