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Blender RC Scripts bug(?)

Drifter Dreamscape
Registered User
Join date: 30 Mar 2008
Posts: 182
11-26-2008 15:39
Domino,
I downloaded and ran with your RC scripts and appear to be having a problem, so I'm not sure if it's me or the scripts are at fault.
I'm working with two separate bits of a large component - over 10m in length so have had to divide it up - and happily did the first half. Baked the SL sculpty mesh and then exported it to SL LSL. I got a tga file which, rather than being named in accordance with the sculpty being baked (fuselagefrontsculpt) was entitled cylinder_map.tga along with the more correctly named fuselagefrontsculpt.lsl file, although internally the text did correctly refer to the cylinder_map.tga.
However, when I did the other half of the fuselage and tried to save it to the same directory as the first half, the export script simply overwrote the original sculptmap export with a new tga with the same file name as the original - cylinder_map.tga.
Am I doing something wrong or is this a glitch you will be correcting?
That apart, my heartfelt compliments on your work and skills in making Blender a powerful tool for SL.
Thanks for any help.
Drifter
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
11-26-2008 16:22
This is due to a change of order in the way things are created. Due to the oblong ratios, and supporting non grid layouts for the UV map, it's pretty much impossible to leave the sculpt map image creation to the last possible moment as I did in prior versions of the scripts. At that point there is just no way to know what the right size of image to create is.

So the sculpt map image is now created as soon as the sculptie mesh is added and is named accordingly. This hasn't been a problem in my workflow as I add, edit, save (as) the map, add next and repeat. There does seem to be a few people's workflow that this early creation and naming causes problems for, so I'll see what I can do in the scripting to improve things.
Drifter Dreamscape
Registered User
Join date: 30 Mar 2008
Posts: 182
11-27-2008 01:07
Thanks for explanation, Dom.

No way am I asking that you make unnecessary changes to your already excellent scripts if it's inconvenient to you.

My approach has been to make all the sculpties of the various components and save them together in a folder before bulk uploading to SL and so the sculptmap name is crucial in that method.

I'm genuinely interested in details of your workflow, though. If there's a more efficient way of doing it which saves you the problem of amending your scripts I'm all ears! :)

Drifter
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
11-27-2008 03:00
From: Drifter Dreamscape
Thanks for explanation, Dom.

No way am I asking that you make unnecessary changes to your already excellent scripts if it's inconvenient to you.


It's more inconvenient doing support on things that confuse people ;)

With coded fixes I do it once and forget about it. I did say last time someone brought this up that it was a documentation issue rather than a coding one, but as a number of experienced users are getting hit by it, I think looking at the coding is worthwhile now.

From: Drifter Dreamscape
My approach has been to make all the sculpties of the various components and save them together in a folder before bulk uploading to SL and so the sculptmap name is crucial in that method.


Yep. It's the not saving each sculptie before adding another where we differ. Thanks for clarifying your workflow so I understand the issue better.

From: Drifter Dreamscape
I'm genuinely interested in details of your workflow, though. If there's a more efficient way of doing it which saves you the problem of amending your scripts I'm all ears! :)


I have a working folder, so after each sculptie is done I save the sculpt map there (and thus rename it) before adding another.

I have a subfolder "export" and use export lsl to put everything there as the last step.

I can see how adding multiple sculpties before doing any saving can be useful in some cases, so I'll see what I can do to make this easier.
Drifter Dreamscape
Registered User
Join date: 30 Mar 2008
Posts: 182
11-27-2008 12:21
From: Domino Marama


Yep. It's the not saving each sculptie before adding another where we differ. Thanks for clarifying your workflow so I understand the issue better.

I have a working folder, so after each sculptie is done I save the sculpt map there (and thus rename it) before adding another.

I have a subfolder "export" and use export lsl to put everything there as the last step.

I can see how adding multiple sculpties before doing any saving can be useful in some cases, so I'll see what I can do to make this easier.


Thanks for reply and explanation.
I'm not sure I'm fully comfortable with your process - still don't quite see when in the sequence you change the sculptmap name as that in my thinking involves editing the lsl file as well if it's before you upload to SL.
No matter - each to their own. And don't feel pressured to mod things if there's other demands on your time.
:)
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
11-27-2008 12:33
From: Drifter Dreamscape
Thanks for reply and explanation.
I'm not sure I'm fully comfortable with your process - still don't quite see when in the sequence you change the sculptmap name as that in my thinking involves editing the lsl file as well if it's before you upload to SL.
No matter - each to their own. And don't feel pressured to mod things if there's other demands on your time.
:)


The first time I save a sculpt map I do it from the UV Image Editor and not Export LSL. So by the time I do use Export LSL, the sculpt map already has the right name.

I've been thinking about how to handle this, and I think checking whether the sculpt map still has a default name and updating from the object before saving from Export LSL should catch the majority of cases.