Select Multires level 1 and try again 

Lmao.. yes I know. Took me an hour and 3 tutorials to find where to set that (because I'm stupid and never have to use that panel anyway).
Thanks
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Dana Hickman
Leather & Laceā¢
![]() Join date: 10 Oct 2006
Posts: 1,515
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06-08-2008 15:06
Select Multires level 1 and try again ![]() Lmao.. yes I know. Took me an hour and 3 tutorials to find where to set that (because I'm stupid and never have to use that panel anyway). Thanks |
Derin Swenson
Registered User
Join date: 10 May 2006
Posts: 25
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06-11-2008 16:07
greetings
![]() I made an object using the sculptie mesh for cylinder, I did not change any of the vertices and when it came time to bake, in edit mode with all the vertices selected, I chose the Render - Bake Second Life Sculpties. What happens next fro what I can see in the UV/image editor window is that it runs through the script and it even flashes a finished sculptie map BUT it goes away then. in the command window it gives me the llSetPrimParameter and tells me the time to bake but the sculptie map is no longer in my UV/image editor window. Anyone run into this? my blender version is 2.46 from the foundation site and my python installation is 2.5. Thanks |
Raz Welles
Registered User
Join date: 18 Jun 2007
Posts: 49
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06-11-2008 16:58
If you're in edit mode when you hit renderbake- try instead baking in object mode.
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Jasperodus Ulysses
Registered User
Join date: 25 May 2008
Posts: 9
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06-11-2008 18:05
I was about to say the same thing. It's happened to me several times [I'm totally new to blender], and it seems that's what I was doing wrong. I must remember to whack the TAB key before going to the Render menu to render the Sculptie.
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Derin Swenson
Registered User
Join date: 10 May 2006
Posts: 25
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06-11-2008 19:46
ok that worked, I could have swore I tried that, but it worked. Thanks for the reply
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Gaia Clary
mesh weaver
![]() Join date: 30 May 2007
Posts: 884
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06-12-2008 00:21
...but the sculptie map is no longer in my UV/image editor window. @Domino: Is it possible to modify the scripts, so that the sculpt map also keeps visible in edit mode ? |
whyroc Slade
Sculpted and Blended
![]() Join date: 23 Feb 2007
Posts: 315
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06-12-2008 00:54
This is part of the Blender workflow.. typically you would bake the whole scene at once in object mode after setting up a uv and image for each object in edit mode. When baking is finished go back to edit mode for each object and save the results, also pack them if you want to keep them in the scene.
-whyroc _____________________
Sculpt Maps Galore - 100's of full perm sculpt maps. Top quality sculpts - low prices.
http://slurl.com/secondlife/Poecila/50/54/92 |
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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06-12-2008 02:01
Just for completeness: after you baked in edit-mode, although the sculpt-map is not visible at the moment, you still can find it in the image selector box of the UV-editor. dependend on the sculpt type you find the sculpt map under the name "Cylinder", "Sphere", "Torus" or "Plane". It will actually be named the same as the object, so if you rename the sculptie objects before baking, it will have a different name than the defaults for each type. @Domino: Is it possible to modify the scripts, so that the sculpt map also keeps visible in edit mode ? To keep it visible in edit mode, I'd have to assign the sculptie map to the UV faces. Earlier versions of the scripts did that, but I removed it as now the UV faces are available for the texture. This is to pave the way for a fuller export which will bake the sculpties, save them, save the textures and a text file which a builder in Second Life will use to recreate the linkset. It may be that I'll need to add a second UV map for more advanced texturing options, but assigning the image there still wouldn't guarantee that it would show, it would depend on which UV map you had selected. There's also the problem with multiple sculpties, only the last to be baked is shown which is not neccessarily the active object. Overall I think this is one that is best fixed by education rather than scripting as there are too many corner cases where the expected behaviour might not happen and forcing the behaviour would have a detrimental effect on other parts of the work flow such as texturing. |
Gaia Clary
mesh weaver
![]() Join date: 30 May 2007
Posts: 884
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mirror modifier sometimes destroys sculptmap
06-17-2008 16:05
Hi.
I stumbled over an effect, which i can't explain. So i ask here ![]() i take a sculptie, which should become absolutely symetric along one axis. So i remove one half of the vertices, then create a mirror modifier, choose the correct mirror axis and then bake the sculptie. I often end up in parts of the UV-map becoming black. I also found, that i sometimes can get rid of the effect by simply rotating the object by 90 degrees on one axis. And sometimes i cant get it to work at all. I thought i have understood the role of the buttons "mirror U" and "mirror V". But meanwhile i have the strong feeling, that there is another hidden concept, which i simply don't see ![]() So , any light here would be helpfull ... |
River Brandes
Registered User
Join date: 12 Apr 2008
Posts: 1
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2.46 issues
06-17-2008 23:36
Hi Domino, I have DLed your files and looked throught a lot of tutorials, but I get stuck at the same point everytime. I have blender 2.46 and it seems like they don't have the uv face select mode in the drop-down list. I reinstalled and there is nothing on blender's site that addresses this. Am I missing something? is the UV face select mode supposed to be DLed seperately? IT's frustranting me
Any help from anyone would be appreciated. thank you! EDIT: So I looked around and apparently in version 2.46 the UV face mode has been integrated into the edit mode. I bought whyroc Slade's tutorials, which has a step in the baking process that calls for the user to enter UV face mode. Being a newbie, I don't know how to get around it, and the UV map doesn't end up being completed. Again, any insight would be great. Thank you! ![]() |
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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06-18-2008 01:52
I thought i have understood the role of the buttons "mirror U" and "mirror V". But meanwhile i have the strong feeling, that there is another hidden concept, which i simply don't see ![]() So , any light here would be helpfull ... Sounds like you are deleting the wrong half of the sculptie. I covered this on page 15 of this thread so it's worth reading the later posts on that page again. Basically, as the sculptie's are added from top view, the Y axis is the one to use as a mirror. If you deleted half on X axis, then the remaining portions of the UV map (either a centre stripe or two edge stripes) overlay themselves when mirrored. So you need to delete the right part of the mesh to get a mirrorable UV map. River, if you have a UV Image Editor window open, then any faces you select in Edit mode will show up the same as they used to in UV Face Editor. Go to Object mode before doing the Bake - Second Life Sculpties step. |
whyroc Slade
Sculpted and Blended
![]() Join date: 23 Feb 2007
Posts: 315
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06-18-2008 03:07
hi Domino.. your amazing scripts keep getting better! TY!
I had a question about the console information that is being spit out when the bake script is used.. Is this in a log file somewhere too? Sorry if it has been mentionned already ![]() From our discussions I gather that this will be a key element in the complete Blender to SL workflow we were talking about, only thing I cant find where the file if any is being stored.. Thanks, whyroc _____________________
Sculpt Maps Galore - 100's of full perm sculpt maps. Top quality sculpts - low prices.
http://slurl.com/secondlife/Poecila/50/54/92 |
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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06-18-2008 05:15
I had a question about the console information that is being spit out when the bake script is used.. Is this in a log file somewhere too? Sorry if it has been mentionned already ![]() Not yet. This will be what the next script adds feature wise. I think the initial versions will use my own builder format. Paying work is taking priority at the moment but I hope to make time for it soon. |
Gaia Clary
mesh weaver
![]() Join date: 30 May 2007
Posts: 884
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06-21-2008 06:37
I covered this on page 15 of this thread so it's worth reading the later posts on that page again. Basically, as the sculptie's are added from top view, the Y axis is the one to use as a mirror. ![]() |
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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06-21-2008 07:14
Thank you for this hint. I should have read the complete thread before asking ![]() Some of the thread is outdated, but there's still a lot of useful tips in there. Sooner or later I will be doing a complete set of official documentation which will be hosted on my site. If you want to get involved with that great ![]() |
Welleran Kanto
Registered User
Join date: 15 Mar 2008
Posts: 64
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06-21-2008 07:45
hi Domino.. your amazing scripts keep getting better! TY! I had a question about the console information that is being spit out when the bake script is used.. Is this in a log file somewhere too? Sorry if it has been mentionned already ![]() I'm glad you mentioned the console, because I've been meaning to ask how Mac OSX users can get access to this console you're talking about. On the Mac version of blender, no console comes up when blender starts, and I don't see a way to get to one. |
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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06-21-2008 08:26
I'm glad you mentioned the console, because I've been meaning to ask how Mac OSX users can get access to this console you're talking about. On the Mac version of blender, no console comes up when blender starts, and I don't see a way to get to one. You can find the console log on a Mac in /Applications/Utilities/console |
Welleran Kanto
Registered User
Join date: 15 Mar 2008
Posts: 64
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06-21-2008 09:04
You can find the console log on a Mac in /Applications/Utilities/console Awesome! Thanks, I see the blender output there now. |
Derin Swenson
Registered User
Join date: 10 May 2006
Posts: 25
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06-21-2008 13:43
Hola
![]() I have another question. First off I wish to heap on my own praise at these incredibly useful scripts. I started sculpting using hte manual way of getting the UV map for my models, but I always ran into more problems than not when it came to translating them from model to sculptie. The bake script saves alot of time and the base sculptie meshes you provide are an excellent basis to start my models. So I have my meshes and UV textures but I need to create surface texturs. I found an excellent tutorial on how to do this for SL sculpties but I can't follow it. Each time I attempt to follow a step I continue to get errors in the UV/image edor because the sculptie is multitire. Is there a setting I can provide that allwos the manipulation of the verties in the UV/image editor window with multitire in use? Or is there a technique I do not know of that people use to get around multitires to create surface textures as in the tutorial? Tutorial link http://blog.machinimatrix.org/2008/05/12/blender-surface-textures/ I ask herecause it is the scripts and meshes Dominos provide so wondering how others accomplish this when the usethem. |
Gaia Clary
mesh weaver
![]() Join date: 30 May 2007
Posts: 884
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06-21-2008 14:56
Is there a setting I can provide that allwos the manipulation of the verties in the UV/image editor window with multitire in use? Or is there a technique I do not know of that people use to get around multitires to create surface textures as in the tutorial? Tutorial link http://blog.machinimatrix.org/2008/05/12/blender-surface-textures/ I ask herecause it is the scripts and meshes Dominos provide so wondering how others accomplish this when the usethem. go to the multires tab and then click on "apply multires". Now multires is gone, but you can edit the verts in UV-mode... Maybe there is a better solution, then i'd be glad to hear about it. I will now go back to the lab and remake the video for blender 2.46 and Domino's newest scripts. You may expect an update within the next week... |
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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06-21-2008 15:46
Each time I attempt to follow a step I continue to get errors in the UV/image editor because the sculptie is multitires. If you need to edit the UV map for a multires model, change to multires level 1. For finer work, you can apply the multires as suggested by Gaia ![]() |
Derin Swenson
Registered User
Join date: 10 May 2006
Posts: 25
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06-21-2008 18:13
thanks
![]() @Dominos: I had tried to reduce the multitires down to level 1 but the extent of my manipulation of the mesh some of the vertices were still in the box which doesn't work when you attempt to do the surface texture tutorial. I will tr to apply the multitires, will update to see if that worked, thanks ![]() |
Derin Swenson
Registered User
Join date: 10 May 2006
Posts: 25
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06-21-2008 19:08
applying the multitires worked out great, thanks
![]() I'm not sure what other thread to post this on but this is further help for the tutorial I am following for the surface texture and since I started it here can you help me gaia or can someone post the thread where this would be appropriate. I am at the part where you: "UV -> scripts -> save UV face layout" my image in the UV editor looks like the first image provide.....the second image is what it shows. |
Gaia Clary
mesh weaver
![]() Join date: 30 May 2007
Posts: 884
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06-22-2008 01:04
"UV -> scripts -> save UV face layout" my image in the UV editor looks like the first image provide.....the second image is what it shows. ![]() While this thread is more about the scripts and script usage, i think, your question would better fit into either a new thread e.g. something like: "how to texturize with blender", or into my video tutorial thread: /8/75/257428/1.html But i guess, its ok here in this thread too ![]() |
Derin Swenson
Registered User
Join date: 10 May 2006
Posts: 25
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06-22-2008 12:14
The secnd image is the UV-face layout of the sculptie itself. I checked in blender, and i could not reproduce your reported effect. Make sure, that you call "save UV face layout" while you see the correct layout image in the layout editor. After exporting it, it should be named somethig like "<yourFilename>_Sphere.tga" Somehow blender has its own ideas about how to name a file ![]() While this thread is more about the scripts and script usage, i think, your question would better fit into either a new thread e.g. something like: "how to texturize with blender", or into my video tutorial thread: /8/75/257428/1.html But i guess, its ok here in this thread too ![]() continued here /8/75/257428/2.html#post2044091 |