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Blender Sculptie Importer - Attached

Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
10-22-2008 05:56
From: pfifo Foxtrot
How do i use this script?


Start here: http://dominodesigns.info/second_life/blender_scripts.html
Jerboa Haystack
TGTKFMA
Join date: 23 Sep 2008
Posts: 2,283
10-25-2008 07:45
Grr...I can't get Domino's scripts to work. I just installed Blender 2.48a, and unzipped the scripts to the scripts directory (release version on windows vista).

But they aren't showing up on the menus. And Scripts->Update Menus isn't working. I can press it all day long, but the menus aren't changing to add the sculptie options. I did double check that the scripts are in the directory.

Any idea of what I'm doing wrong?

EDIT: Never mind. Important safety tip...make sure you put them in the correct scripts folder! (My install is using c:\Program Files...not my roaming profile!)
_____________________
From: Maureen Boccaccio
Well between your fingers and that magical device, you work wonders.


TOTD:
"Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so." - Douglas Adams
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
10-25-2008 07:53
From: Jerboa Haystack
EDIT: Never mind. Important safety tip...make sure you put them in the correct scripts folder! (My install is using c:\Program Files...not my roaming profile!)


If anyone else has a similar problem /8/ac/285694/1.html#post2171604 has details on how to find the correct directory to put the scripts.
Jerhevon Rubble
Registered User
Join date: 4 Feb 2008
Posts: 8
10-25-2008 14:19
Lovely tool. Especially with a mix of retopo and shrinkwrap to mold a SL Mesh over a differently detailed model as another way to make things.

I am having a problem, one shape misrenders if normalized to itself when you're baking the SL Maps.

line 303, in drawVLine
image.setPixelF( x, v, ( sr, sg, sb, 1.0 ) )
RuntimeError : r, g, b, or a is out of range
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
10-25-2008 14:39
From: Jerhevon Rubble
Lovely tool. Especially with a mix of retopo and shrinkwrap to mold a SL Mesh over a differently detailed model as another way to make things.

I am having a problem, one shape misrenders if normalized to itself when you're baking the SL Maps.

line 303, in drawVLine
image.setPixelF( x, v, ( sr, sg, sb, 1.0 ) )
RuntimeError : r, g, b, or a is out of range


Do you mind sharing the offending file so I can investigate? You can IM me for my email if you prefer to keep the file private. Let me know the version of the scripts and Blender you using.
Jerhevon Rubble
Registered User
Join date: 4 Feb 2008
Posts: 8
10-25-2008 15:43
Should be latest bender and scripts. blender 2.48.

I think I figured out my problem.

The general issue? The mesh had one volume. But it also had an active shrinkwrap modifier. The final volume was slightly bigger then the original mesh. So it tried to calculate a point at one end of the mesh was out of bounds.

I shifted some points in my model to pin some of the most offending points in place at the extremes of the mesh. And it's working now.

I tried to make a simpler example, but didn't get it to break yet.
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
10-25-2008 16:06
From: Jerhevon Rubble
The general issue? The mesh had one volume. But it also had an active shrinkwrap modifier. The final volume was slightly bigger then the original mesh. So it tried to calculate a point at one end of the mesh was out of bounds.


No need for a .blend then. I switched to using the bounding box rather than calculating the scale size from the mesh for speed. The easy workaround is to apply all modifiers before baking as the bounding box will be correct then. I'll add a check for modifiers and use the slower calculation rather than the bounding box when needed, thanks for the clear bug report :)

Edit: It's now fixed in the development scripts http://dominodesigns.info/second_life/blender_scripts_git.html
Jerhevon Rubble
Registered User
Join date: 4 Feb 2008
Posts: 8
10-26-2008 09:01
Oh I did have a problem with one exported LSL... I had 'flipped' one mesh in blender by horizontally scaling it through itself in Object mode. The exported LSL squashed it in that dimension

llSetPrimitiveParams( [ PRIM_TYPE, PRIM_TYPE_SCULPT, "Lower Beak", PRIM_SCULPT_TYPE_PLANE, PRIM_SIZE, < -0.51292, 2.11249, 2.28454 >, PRIM_ROTATION, < -0.50000, 0.50000, 0.50000, 0.50000 > ] );


Heh... I guess SL doesn't like objects with a negative dimension: -0.51292
Removing the - fixed the lsl.
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
10-26-2008 14:04
From: Jerhevon Rubble
Heh... I guess SL doesn't like objects with a negative dimension: -0.51292


Scaling by -1 in object mode won't affect the bake. I'll have a think about how to handle negative scales in the exporter, it looks like the ideal way to support the mirror feature from the 1.21 client.
Jerhevon Rubble
Registered User
Join date: 4 Feb 2008
Posts: 8
10-27-2008 06:56
Oh the bake was indeed fine.

A quick fix to the lsl and I got my object imported all properly sized with the other objects.

At which point the only thing to lament was that I had 7 different sculpts that were now scattered about the ground at different rotations and I had to rotate and nudge them back into proper alignment.

Really not that big of a deal in the scheme of things, and something I figured was on the table, but further along anyways. Your scripts have helped a lot in smoothing this process out, considering my first pokes at sculpts had a large page of arcana just to create a mesh and be able to bake a sculpt to it.

In the past couple of days I wrapped two hemis, one plane, and four cylinders around a hi-detail mesh and got a very nice set of sculpts to work with. And a clear path in blender for me to texture the hi-detail mesh base and bake portions of that onto each of the sculpts. and their strange geometry

Thank you. :)
Jerhevon Rubble
Registered User
Join date: 4 Feb 2008
Posts: 8
10-27-2008 07:19
Oh, since some previous messages were asking about taking a high level model and converting it to SL. I'll try and summarize what I did. I don't have time to make pictures for this at the moment.

1.) Model what you want in Blender using its tools. In my case this was a new head for my avatar. It should be a mesh before you go on. (remember to save often)
2) Use Domino's scripts to add appropriate SL sculpts to your file. (For instance, a sphere to mimic something round)
3) Edit the SL sculpt to conform to your base object.
3a) Retopo - Where: Button panel, mesh controls, when editing a mesh. What: When you edit mesh points and Retopo is enabled, it makes the point glomp onto the first visible surface from your current angle. (like the surface of your base model)
3b) Shrinkwrap modifier - Where: Modifiers menu, you add it to the sculpt like mirror mode. What: specify an object for the modifier, the modifier will try to have your mesh wrap from current point positions to the closest points of the specified object.
4) Edit the sculpt to get the points where you need them for detail and LOD as you see fit.
5) Bake the sculpts
6) Export the sculpts
7) Load into SL and enjoy.
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
10-27-2008 13:58
http://dominodesigns.info/second_life/blender_scripts_git.html

Development scripts have a patch by BETLOG Hax that adds simple linkset support. Just use export to LSL on each sculptie. In SL link the appropriate number of prims before placing a sculpt map, texture and LSL script into each prim.
Sheerahimae Lovenkraft
Registered User
Join date: 22 Feb 2008
Posts: 3
script error
10-28-2008 20:34
when i go to Add-> Mesh-> Sculpt mesh i keep getting a Python script error: check console. how do i fix that?
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
10-29-2008 01:22
From: Sheerahimae Lovenkraft
when i go to Add-> Mesh-> Sculpt mesh i keep getting a Python script error: check console. how do i fix that?


You need to check the console to see what error messages are printed there. If it's the development scripts, then Blender 2.46 or later is required.
Jerhevon Rubble
Registered User
Join date: 4 Feb 2008
Posts: 8
10-30-2008 01:19
Yeah, this is probably user error on my part. But the export script doesn't gracefully handled it when you have objects named 'Eyes 2/3' and 'Eyes 1/3' (Funny thing that with / in file names...)

I'm going to rename my objects in Blender and go on.
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
10-30-2008 07:41
Yeah you do have to use filename friendly names for things :)

The development scripts have another new feature. It's a combination of a sculptie preview and map protection. It's enabled by default on the render script. Alpha display is disabled in Blender by default, so use the Image Editor toolbar to enable it and see what this does..

http://dominodesigns.info/second_life/blender_scripts_git.html
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
10-31-2008 09:09
There's now an official group in Second Life for discussing my Blender scripts.

http://world.secondlife.com/group/96573b15-203e-6432-d2bf-495008c8a39f
Raz Welles
Registered User
Join date: 18 Jun 2007
Posts: 49
10-31-2008 15:15
*joins immediately* ;P
Tweed Woodget
Registered User
Join date: 29 Sep 2007
Posts: 8
Blender Sculptie Import & Export Scripts
10-31-2008 19:43
Hi, I have followed your instructions and still don't see any additional sculpty related entries in Blender import or render drop down menus. I have re-installed Blender 248.1 and re-downloaded the scripts and installed them in the scripts file for Blender. I have done everything I can think of and need any help you can offer. For the record, I have two Blender folders, one is labeled "Blender Foundation" in Program files, and the other is in my applications folder and has the scripts folder. I am extracting the scripts from you into the Blender scripts folder. I have even rebooted my computer, but I don't see any new additions to the menus. I have refreshed the scripts menu and am out of ideas. What am I doing wrong?
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
11-01-2008 03:03
From: Tweed Woodget
I am extracting the scripts from you into the Blender scripts folder. I have even rebooted my computer, but I don't see any new additions to the menus. I have refreshed the scripts menu and am out of ideas. What am I doing wrong?


The exact path depends on your operating system and the options you picked when installing Blender. /8/ac/285694/1.html#post2171604/8/ac/285694/1.html#post2171604 has info on showing the path blender expects you to use.
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
11-01-2008 07:45
http://dominodesigns.info/second_life/blender_scripts_git.html

Latest development update fixes a few bugs that were introduced with the new generator for oblong sculpties. There's also a fix for the top pole positioning error. I still want to adjust a few things to make the UI more understandable. Apart from that these are very close to becoming the next release now :)
Tweed Woodget
Registered User
Join date: 29 Sep 2007
Posts: 8
Blender Sculptie Importer - Attached
11-01-2008 13:20
WOOHOO! I got it working!!! During the installation I am getting an option of where to install the data files (?) and that was my problem, I was selecting the wrong one and basically splitting Blender into two folders, I have stopped taking the stupid pills and now everything works. Thank you for the scripts Domino!~
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
11-02-2008 13:49
http://dominodesigns.info/second_life/blender_scripts_git.html

This is actually a little early as there are changes to come before release, but I know some people struggle with git and want to get started on oblong sculpties.

I've added a zip download of the development scripts as a "release candidate". They are best used with Blender 2.48a and Second Life viewer 1.21

/me sits back to wait for all the questions on the new features :)
BETLOG Hax
Geek
Join date: 22 May 2007
Posts: 91
11-04-2008 22:01
re: http://dominodesigns.info/second_life/blender_scripts_git.html
render_sculptie.py as activated in the blender/render does not include any of the new options. [keep center, clear, protect] But rather has to be executed from alt-p'ing the render_sculptie.py
I'm not sure if im simply overlooking something or if this is unintended, or maybe because the .git is different from the RC link... i assume they are the same (installing cygwin and git is too much of a p.i.t.a.)
http://dominodesigns.info/dd_scripts.git
http://dominodesigns.info/downloads/second_life/blender_scripts_rc.zip
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
11-05-2008 01:03
From: BETLOG Hax
re: http://dominodesigns.info/second_life/blender_scripts_git.html
render_sculptie.py as activated in the blender/render does not include any of the new options. [keep center, clear, protect] But rather has to be executed from alt-p'ing the render_sculptie.py
I'm not sure if im simply overlooking something or if this is unintended, or maybe because the .git is different from the RC link... i assume they are the same (installing cygwin and git is too much of a p.i.t.a.)
http://dominodesigns.info/dd_scripts.git
http://dominodesigns.info/downloads/second_life/blender_scripts_rc.zip


The git and rc are currently the same and are taken directly from my Blender scripts directory, so it sounds like you might have an old version of the script somewhere that is taking priority. I'd search your system for all render_sculptie.py files and remove any that appear in Blender script directories that shouldn't.

I'd recommend using a user path for Python scripts as it's a lot easier to maintain. You can check your python paths in Blender from Help - System Information and set it from the options panel.
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