Blender. Exporting to SL gives mirrored object.
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Maris Kanto
Registered User
Join date: 4 Dec 2007
Posts: 47
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10-24-2008 11:39
Hello,
I am working on my SL sphere object in Blender 2.48, didnt mirror it or anything. But when object is being exported to SL - it is mirrored.
Another strange thing is that only non-normalized mode works fine. Except it gives the negative Z value in the SL exporter script.
In normalized mode - my item is compressed a lot along the Z axis.
I wonder what mis-action could bring it to such side effect, since I was working as usual without any mirrorings, normal flippings etc.
Thank you
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Maris Kanto
Registered User
Join date: 4 Dec 2007
Posts: 47
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10-24-2008 12:26
hmm, found that in Transform properties it says that
ScaleX: 1.000 ScaleY: 1.000 ScaleZ: -9.750
DimX: 3.486 DimY: 3.789 DimZ: 9.756
cannot find a way to set ScaleZ: 1.000 and DimZ: 9.756, they are tight together and changing value in one field - changes in the other too. Tried the Link scale button - it doesnt work for this purpose.
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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10-24-2008 12:36
Hi Maris, Are you baking using the release or development version of my scripts or with prim.blender? From: Maris Kanto In normalized mode - my item is compressed a lot along the Z axis. I suspect that's the correct behaviour, remember all sculpties are 1.0 x 1.0 x 1.0 With normalize on, the full map range is used to give finer detail on the sculptie. With normalize off then detail is sacrificed in order to maintain the relative scale of the sculptie. Usually you'll go for detail and scale the object in SL back to it's original size. It's only cases such as megaprim sculpties where scaling isn't an option that you'd disable normalization. When you add a "sculpt mesh" in Blender, it is aligned to the view. If it was added in top view (numpad 7) then it should match the rotation in SL. It is possible to alter the model so much that it doesn't, any corrections should be made in edit mode, not in object mode. The object mode transformations are what the script displays as the settings to use in SL.
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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10-24-2008 12:41
From: Maris Kanto hmm, found that in Transform properties it says that
ScaleX: 1.000 ScaleY: 1.000 ScaleZ: -9.750
DimX: 3.486 DimY: 3.789 DimZ: 9.756
cannot find a way to set ScaleZ: 1.000 and DimZ: 9.756, they are tight together and changing value in one field - changes in the other too. Tried the Link scale button - it doesnt work for this purpose. Try applying the scale - that should get it back to 1.0, if it's still inverted then you can scale in edit mode by -1. Press sz-1 then enter.
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Maris Kanto
Registered User
Join date: 4 Dec 2007
Posts: 47
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10-24-2008 12:48
My mistake, I messed the ScaleZ and DimZ by scaling the object in Object mode. Now - successfully fixed that and everything seems to be okay.
Thanks for the help!
Another thing which i constantly mess up is positioning my SL sphere in Blender before starting the sculpt process so at the end i can apply the texture to it easily. Right now I usually run into the texture offset problems. Any hint how to identify that side vertices (when you create SL sphere from a simple plane and connect left and right side planes together) would be great!
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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10-24-2008 13:03
If you open the UV Image editor, on it's toolbar there is an icon of a face ( a square with dots at the corners ) - this toggles "Sync UV and Mesh Selection" on and off. If you are using a small window and can't see it then you can scroll the toolbar the same way as panning around the views (middle mouse button by default). With this enabled, you can select the faces on the UV map and they will also be selected on the mesh.
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Maris Kanto
Registered User
Join date: 4 Dec 2007
Posts: 47
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10-24-2008 13:07
ahaa.. yeah.. thats a good point, should have thought about that. In other programs that vertice line is usually marked bolder, i guess i was searching for something similar in here  ... but now everything is clear! thanks! by the way - when the multi object prim exporter script will come out?.. if you make complicated things, it would be easier to preserve their local coordinates so to say they stay as they are positioned in Blender - that i saw in your webpage was mentioned as the work in progress already, how is it going , when can we expect that to be available?
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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10-24-2008 13:17
From: Maris Kanto ahaa.. yeah.. thats a good point, should have thought about that. In other programs that vertice line is usually marked bolder, i guess i was searching for something similar in here  ... but now everything is clear! thanks! You can mark the edge as a seam (ctrl e brings up the edge menu). It'll be displayed in orange then  From: Maris Kanto by the way - when the multi object prim exporter script will come out?.. if you make complicated things, it would be easier to preserve their local coordinates so to say they stay as they are positioned in Blender - that i saw in your webpage was mentioned as the work in progress already, how is it going , when can we expect that to be available? At the moment I'm waiting for VWR-9384 - once I know the mesh generation and import are going to be stable at that specification, then I'll be updating the baker and export scripts. The work for multi object exports is mostly done, there are just issues with a couple of corner cases that make getting the correct center of the sculptie tricky.
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Maris Kanto
Registered User
Join date: 4 Dec 2007
Posts: 47
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10-24-2008 13:37
Thanks for the great scripts and features, will wait for upcoming versions! 
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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10-25-2008 06:57
From: Maris Kanto Thanks for the great scripts and features, will wait for upcoming versions!  http://dominodesigns.info/second_life/blender_scripts_git.htmlI've just updated the development release to add seam marking. In edit mode, you can select "Draw Seams" from the "Mesh Tools more" panel to show them.
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