Maya Sculpty Importer/Assembler - Working Version!!!
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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11-12-2008 12:50
http://scifigeeks.net/importprimscript/importprimscript-1.4.2-libomv-0.6r2334.zipAs promised, here's the new working version of importprimscript, thanks to the amazing generosity of a programmer friend of mine, who wishes to remain anonymous. I've tested it, and it works perfectly. He even turned off those old annoying defaults to allow anyone to copy/move, so there are no more security risks if you're using it in a public area. Instructions for use are the same as before. If you're new to this, or you don't remember, see http://wiki.secondlife.com/wiki/Importprimscript for details. Note: Right now, it's 32-bit only. If you want to use it on a 64-bit OS, you'll need to recompile it with a flag to force it to run in 32-bit mode. I will hopefully have an updated version available soon (possibly as early as tonight), and then this will no longer be necessary.
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Pygora Acronym
User
Join date: 20 Feb 2007
Posts: 222
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11-12-2008 13:50
Quick question, why does the front page there ( http://scifigeeks.net/) say: From: someone هكر حائل المدمر صاحب الموقع اعلم انك قد قضيت على نفسك ولا تحاول اللعب معي بالمرات الجايه
سلامووووووووووووووووش I am Here & There & Every were I will Not stop Hacking ... I am Not sorry Admin Go To The Hell I Did't delet any files for more security to your web site sorry admin but you don't have any security in your web site .. Don't Say No Or Stop Please,.. But Protect Your F*cking Site .. *_^ هكر حائل المدمر sorry admin bay server NNNNNNNNNNNNNNNNNNNN
That doesn't make me wanna DL stuff from there...
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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11-12-2008 13:53
WTF?!!! Thanks for the heads up, Pygora. I'm calling my host now.
So everyone knows, scifigeeks.net is my website. I've had it for many years. Hopefully the the host will fix the problem immediately. I'll post an update here as soon as I've got one.
ETA: I just spoke with my host. Apparently somebody hacked my site, and replaced my index page. I'm wiping out their stuff now, and re-uploading mine. Sorry for the inconvenience, everyone.
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Pygora Acronym
User
Join date: 20 Feb 2007
Posts: 222
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11-12-2008 13:59
Yikes! I hope they get that worked out. No problem on the heads up, it looked odd but I didn't know if that was a joke front page or serious business.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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11-12-2008 14:18
OK, looks like the damage wasn't too severe. Someone just wanted to make a point, I guess. Lesson learned. Check all file permissions periodically to make sure nothing is publicly writable.
I've been through the entire site directory, and all the hacker did was replace the main pages with his own. The directory structure, and all subfolder contents were left intact. I've cleaned out the hacker's stuff, and replaced it with the original content (which is embarrassingly long overdue for update, but I digress).
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Dante Breck
Spellchek Roxs
Join date: 29 Oct 2006
Posts: 113
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11-18-2008 10:57
Chosen, does this fixed version use Qarls original MEL script or another one? I tried using it and for some reason got the error saying it couldn't find any objects in the primscript (even though I can see them and know they are there).
Needless to say nothing got uploaded. Doh!
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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11-18-2008 13:18
I'm not sure why that happened, Dante. I'm using the "uber sculpty exporter", straight from Qarl's site, and I've never had that problem.
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Dante Breck
Spellchek Roxs
Join date: 29 Oct 2006
Posts: 113
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11-18-2008 18:54
Ok that explains it. I have a modified version that someone else posted that works well unto itself but didn't seem to work with the importer. Back to Qarls script for some more testing.
Thanks Chosen
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Dante Breck
Spellchek Roxs
Join date: 29 Oct 2006
Posts: 113
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11-19-2008 16:39
Ok I redownloaded the import script and then created a simple sculpt to upload with two spheres stacked on top of each other. Ran Qarls script which nicely generated two textures and a primscript.
When I check the primscript it is one long line but I see the two spheres referenced in it.
Then I manually execute the importprimscript as follows;
importprimscript dante breck ****** "Isle of Night" 15 233 23 c:\temp\newtest2.primscript
and what I get right away is the following message
No primitives were read from the input file
I have no idea what I'm doing wrong .. anyone?
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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11-19-2008 16:54
I'm not sure why you're getting just one line. When I open a .primscript file, the format I see separate lines for each new prim, and for each of their various parameters, like this:
newPrim prim -setObjectName nurbsSphere1 -deleteScript shape -setSculpt [projectName]-nurbsSphere1 1 -deleteScript texture -setTexture [projectName]-nurbsSphere1-surface -1 -deleteScript transform -setScale 1.584718192 5.117292827 2 -gotoRelativePos 0 2.558646414 0 -deleteScript newPrim prim -setObjectName nurbsSphere2 -deleteScript shape -setSculpt [projectName]-nurbsSphere2 1 -deleteScript texture -setTexture [projectName]-nurbsSphere2-surface -1 -deleteScript transform -setScale 4.388513788 2.481338481 1.852999115 -gotoRelativePos 0 1.240669241 -0.1129190716 -deleteScript Etc...
If you're seeing something different, I'm not sure what might cause that. What version of Maya are you using?
Also, I notice you said you got out two textures and a primscript. Really, there should be four images. Two will be sculpt maps, and two will be surface textures. I think the program needs to see both the sculpt map and the surface textrure for each prim, and they need to be in BMP format, 32x32 or larger. Otherwise various errors will occur.
At least that's how it used to be with older versions of importprimscript. I haven't tested with this version to see if other formats and/or smaller sizes and/or less images are allowed. I've just been doing with it what I've always done before.
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Dante Breck
Spellchek Roxs
Join date: 29 Oct 2006
Posts: 113
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11-20-2008 06:10
I'm using Maya 2008 and I hadn't checked off the bake textures which is why I was only getting two texture maps instead of 4. I'll try checking that off and massaging the primscript file to match the format you show there and see what happens. I am outputting them in BMP format and generally blowing them up to at 128 x 128 or 256 x 256 to take care of any artifacts in photoshop before uploading.
I don't have it in front of me but it seems to me that instead of the command NewPrim I had something like PrimPrim. I'll have to check.
I thought it was odd that it generated everything into a single line.
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Anya Yalin
AnnaMayaHouse
Join date: 27 May 2008
Posts: 150
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07-12-2009 18:38
*waves at Chosen* I was really waiting for a fix for the Maya export method, so I'm very excited to see it's finally here  I make complicated sculpty items and would greatly benefit from an automated reassembly method. However, I'm running into some trouble as well and I'm not sure where I'm going wrong. I'm getting as far as the uploading itself, but nothing is actually getting rezzed or linked. This is what I got in my Command Prompt window: C:\nooblet>importprimscript anya yalin **** *** 46 223 83 c:\nooblet\tes t\sculpt.primscript INFO - No log configuration found, defaulting to console logging Login succeeded, waiting for the event handler to connect... Debug: AvatarManager requesting UUIDs count 50 Finished uploading image c:\nooblet\test\sculpt- nurbsTorus11.bmp, AssetID: *** Finished uploading image c:\nooblet\test\sculpt- nurbsTorus11-surface.bmp, AssetID: *** Timed out waiting for prim nurbsTorus11 to rez, skipping Finished uploading image c:\nooblet\test\sculpt-PerfectedCube2_nurbsSphere22.bmp, AssetID: *** Finished uploading image c:\nooblet\test\sculpt-PerfectedCube2_nurbsSphere22-surface.bmp, AssetID: *** Timed out waiting for prim PerfectedCube2_nurbsSphere22 to rez, skipping Finished uploading image c:\nooblet\test\sculpt-PerfectedCube2_nurbsSphere21.bmp, AssetID: *** Finished uploading image c:\nooblet\test\sculpt-PerfectedCube2_nurbsSphere21-surface.bmp, AssetID: *** Timed out waiting for prim PerfectedCube2_nurbsSphere21 to rez, skipping Rezzed, textured, and linked 0 sculpted prims, logging out... So my avatar is being logged in and out and the textures themselves are getting uploaded, but nothing is rezzing or getting linked. I wasn't in a laggy sim or anything. Any suggestions would be very much appreciated  I think maybe the wiki could use some extra info as well on how to use command prompt to run this program. I'm a complete noob when it comes to that stuff and kinda stared at the wiki not knowing what to do. If it wasn't for a friend of mine, I wouldn't have gotten past generating the necessary data in Maya. How big should a scene be by the way for optimal results?
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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07-13-2009 04:21
I just tested to make sure the new server upgrade didn't break it again. It's working fine for me. Anya, if you take a look at your cmd text, you'll see that the connection timed out upon trying to rez each prim. That will happen from time to time, but usually when it does, it's just a small percentage of prims that fail, not all of them. In any case, the problem is a networking issue, not anything you did wrong when trying to use the program. I'd suggest you power cycle your router and modem, reboot your computer, and then give it another shot. If it still doesn't work, try a different sim. If that doesn't do it, then wait a few hours, and try one more time. Also, if you're running a firewall, you might want to try temporarily disabling, and see if that makes any difference. If none of that helps, then I'm not sure what to tell you. Maybe someone a little more network savvy than I am could offer some additional advice. Good luck. 
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Anya Yalin
AnnaMayaHouse
Join date: 27 May 2008
Posts: 150
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07-13-2009 12:00
Thanks for the reply, Chosen  Still no luck unfortunately. I tried again today, with my firewall disabled, but it's still timing out rezzing the actual sculpts. I also tried on an alt in a different sim, with the same results. I might give it another go later on, but not sure what else I should be trying. Do you happen to know by the way if the in-world scripts to reassemble Maya scenes have been updated? When I tried those ages ago, they were still borked and would rez the prims disconnected from each other. If they're updated, I'd love to retry that method as well. It's a lot more tedious, but the thing I liked about it is that you could keep trying without having to reupload.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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07-13-2009 14:25
Sorry it's not working, Anya. I wish I knew what to tell you.
As for the Qlab assembler, it's still broken, as far I know. I could be wrong, but I don't think Qarl's touched it in quite a while. But even if it is still broken, there is at least SOME good news, with it. While it won't rez your objects in the right places, it will make them all the right size. You'll need to position them by hand, but at least you won't have to resize anything. Until you figure out why ImportPrimScript isn't working for you, Qlab's better than nothing.
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Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested.
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Anya Yalin
AnnaMayaHouse
Join date: 27 May 2008
Posts: 150
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07-13-2009 15:03
Yep, getting the size right helps. It gives at least some kind of reference. I was googling for possible script updates earlier though and found this: http://www.sluniverse.com/php/vb/content-creation/15765-new-hope-import-maya-multiple.htmlI'll give that a try as well. The thread is kind of old, so I hope new viewer updates haven't borked those scripts yet. Thanks for the help so far. You always reply where you can and it's much appreciated  I'll post back when I've tried those scripts and perhaps had another go at the cmd method.
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Anya Yalin
AnnaMayaHouse
Join date: 27 May 2008
Posts: 150
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07-13-2009 16:15
Ok, I highly, HIGHLY recommend the updated scripts in the link I previously posted. I just tested them and they work!  Be sure though to delete your history in Maya and reset and freeze transformations. The first time I ran a test I didn't do this and my prims ended up in incorrect positions. So definitely do the following, while selecting your scene: Edit>Delete All by Type>History Modify>Freeze Transformations Modify>Reset Transformations I am super super excited about this. These scripts will save me hours, if not days, of work. EDIT: While reapplying my own textures to this test scene, I did notice a problem with a torus shaped object, which I couldn't texture properly and which was turned the wrong way for some reason. This scene was a bit too simple to really see how well the scripts work. I'll test them some more, but they're definitely a huge improvement from the broken ones still up on the wiki.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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07-13-2009 18:09
I'm glad you found a working solution. And it's great that it sets the stitching type for you. That's a nice feature.
For whatever it's worth, I still prefer ImportPrimscript, since it automates the upload process, and there's no need to bother copying & pasting scripts into notecards. But that's just me.
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Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested.
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June Cela
Registered User
Join date: 24 Oct 2005
Posts: 40
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importprimscript
07-22-2009 16:03
Love this automated import script! Works perfectly except....I could not get it to recognize a two word sim? When I changed the login to another sim - one word, it worked. Chosen, please thank your scripting friend for such a gracious gift. It is much appreciated.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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07-23-2009 07:48
For sim names with more than one word, put the whole name in quotes. 
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Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested.
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