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Blender Sculptie Importer - Attached

Jesseaitui Petion
king of polynesia :P
Join date: 2 Jan 2006
Posts: 2,175
03-07-2009 17:30
From: Gaia Clary

5b) Place the associated LSL script into the inventory. As soon as the script has been stored, the prim is transformed, placed, rotated and scaled to its correct shape at the correct location.

I`ve generated the .lsl files from blender via "File - Export - Second Life LSL" But how do I "read" this script? I`m assuming I need to open the .lsl file up and copy the contents of it so that I can log onto SL and "create new script" and paste the content... How do I do that or am I totally off here?
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BETLOG Hax
Geek
Join date: 22 May 2007
Posts: 91
03-07-2009 17:35
From: Gaia Clary
Wouldn't it make more sense to create one single script, place it into one single prim and let it behave as a "sculptie generator":

Because that was the most trivial way to incorporate the functionality I wanted, and so then added, into the existing python code.
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
03-07-2009 17:50
From: Jesseaitui Petion
I`ve generated the .lsl files from blender via "File - Export - Second Life LSL" But how do I "read" this script? I`m assuming I need to open the .lsl file up and copy the contents of it so that I can log onto SL and "create new script" and paste the content... How do I do that or am I totally off here?
aehmm... you open the .lsl file with a text editor... and then cut/paste the content into new scripts in SL...

At which part of the process do you encounter problems ? you can't open the .lsl files ? you cant cut/paste from your text window to the SL-window ? Or you can't write scripts ? or just missinterpreted the workflow ?
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
03-07-2009 17:52
From: BETLOG Hax
Because that was the most trivial way to incorporate the functionality I wanted, and so then added, into the existing python code.
So do you know, if something more elaborate is been planned/prepared for multi-sculptie productions with blender and Domino's scripts ?
Jesseaitui Petion
king of polynesia :P
Join date: 2 Jan 2006
Posts: 2,175
03-07-2009 19:02
From: Gaia Clary
aehmm... you open the .lsl file with a text editor... and then cut/paste the content into new scripts in SL...

At which part of the process do you encounter problems ? you can't open the .lsl files ? you cant cut/paste from your text window to the SL-window ? Or you can't write scripts ? or just missinterpreted the workflow ?

Couldn`t get the .lsl script file to open.... Opening in Notepard worked, thank you. Wouldn`t have thought to do that.

I understand the rest of the process, will try it out now.
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Musgrave Mondegreen
Registered User
Join date: 9 Feb 2007
Posts: 1
Save UV Face Layout
03-15-2009 18:34
Installing the scripts for sculpted prims in Blender 2.48 removes the "Save UV Face Layout" option from the UVs --> Scripts menu. Can anyone tell me how to get that option back? Or how to work around it?
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
03-15-2009 19:56
From: Musgrave Mondegreen
Installing the scripts for sculpted prims in Blender 2.48 removes the "Save UV Face Layout" option from the UVs --> Scripts menu. Can anyone tell me how to get that option back? Or how to work around it?
The function is not bundled with Dominos scripts. And installing Dominos scripts should not remove this option.

In order to access the face-layout script, ensure that you are in Edit-mode. Then go to the UV-image editor and there click on:

UVs -> Scripts -> Save UV face layout

does that help?
BETLOG Hax
Geek
Join date: 22 May 2007
Posts: 91
03-16-2009 00:02
From: Gaia Clary
So do you know, if something more elaborate is been planned/prepared for multi-sculptie productions with blender and Domino's scripts ?

I don't know.
The method whereby you select a bunch of objects and export at once is an option. But personally i strongly dislike this because it reduces the texturespace and thereby the resolution of all of the sculpties.

The scripts and my minor mod that outputs handling for linked prims as it stands are pretty simple.
Making it more complex than this is probably unnecessary.
That said, making a scripted function to do it isnt all that complex on the surface... so maybe it'd be worth doing independently of the python scripts and the incorporating when its working flawlessly.
.... i will look into it.
Raz Welles
Registered User
Join date: 18 Jun 2007
Posts: 49
03-21-2009 16:20
Would anybody be kind enough to post the very latest git repository release before it went down? I think the version I have is one or two versions old.

Here's the versions I have to check:
----------------------------------------------
render_sculptie.py - v0.31
add_mesh_sculpt_mesh.py - v0.11
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
03-21-2009 16:38
From: Raz Welles
Would anybody be kind enough to post the very latest git repository release before it went down? I think the version I have is one or two versions old.

Here's the versions I have to check:
----------------------------------------------
render_sculptie.py - v0.31
add_mesh_sculpt_mesh.py - v0.11

It is version rc_2 which contains the files you mention above.
I do not know, if Domino's repository contains a newer version. I asked for it a while ago, but got nothing newer. Meanwhile you can find a newer version based on RC2 here (prepared by a friend of me and myself ;-) :

http://www.machinimatrix.org/svn/sl/distrib/

The newest version is RC4

If you look for the current development version (currently identical to RC4) then look here:

http://www.machinimatrix.org/svn/sl/trunk/blender/dominodesign/rc/

and watch this thread:

/8/50/312708/1.html

cheers,
Gaia
Raz Welles
Registered User
Join date: 18 Jun 2007
Posts: 49
03-21-2009 16:40
Ahh thanks a bunch Gaia ^^!
BETLOG Hax
Geek
Join date: 22 May 2007
Posts: 91
03-22-2009 01:49
From: BETLOG Hax
The scripts and my minor mod that outputs handling for linked prims as it stands are pretty simple.
Making it more complex than this is probably unnecessary.
That said, making a scripted function to do it isnt all that complex on the surface... so maybe it'd be worth doing independently of the python scripts and the incorporating when its working flawlessly.
.... i will look into it.


UPDATE:
I ended up writing a box that rezzes sculpties based on the matching image/lsl file thats dropped into it. Now that I have finished it I really don't see why this is better than the original linked prims method... but I guess it's an alternative.
The working example and mod to the export_lsl.py is on xstreet.
I'm going to be working on the basis that if you need to ask how to use this then you probably shouldn't be using it. So please; only well though out questions and bug reports.

...AND BEFORE ANYONE ASKS :]
make sure the script has a .lsl extension.. just like the example in the box.

Get it as a freebie from my xstreet box.
https://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=1326926

I'll be sending it to Domino to assess if the additional complexity is even worth inclusion to export_lsl.py .... I'm not really convinced that it is.
It does make the process marginally simpler though. And much more repeatable.
Welleran Kanto
Registered User
Join date: 15 Mar 2008
Posts: 64
03-23-2009 08:37
I'd like to ask you all to consider making a new, different thread for questions about Betlog's scripts, merely because this "Sculptie Importer - Attached" thread is already about 3 days' worth of reading, for anyone who's getting started with Dom's scripts. :)
BETLOG Hax
Geek
Join date: 22 May 2007
Posts: 91
03-23-2009 22:22
From: Welleran Kanto
I'd like to ask you all to consider making a new, different thread for questions about Betlog's scripts, merely because this "Sculptie Importer - Attached" thread is already about 3 days' worth of reading, for anyone who's getting started with Dom's scripts. :)

Good idea.
Even better yet; let's not make a thread at all, and not ask any questions about my posts. :]
No really. The stuff I am contributing here is no more than brainfart. *If* it's actually any good it'll probably end up in the main script pack. So if people can't figure it out they almost certainly don't need it.

Incidentally, after using that scripty stuff, and the regular export_lsl.py with my mod yesterday.... and finding the old linked prims method better than the rezer method, i wrote something better.
It bothered me that the existing script needs to be put in the prim after the texture... and a few other things about the way the code is written are less than awesome.
So this one is a little more friendly.
It still works the same as the old export_lsl.py.
It doesnt matter what order you put the texture and script in.
It doesnt matter if the script knows the name of the texture or not, it just uses the first one in the prim.
It probably should have a touch function to prod it along.. which i didnt add.
It is not very thoroughly tested, but I see no issues in my use yesterday.

I imagine all of this changing stuff will get annoying for Domino, particularly because i'm not documenting/testing any of it very well at the time of posting. So please think of any mods I do as no more than insight. Not supported by Domino etc. If it's good, and useful, and Domino wants to integrate it... it *may* end up on their releases.

....and naturally this forum isn't letting me attach it here... grr
https://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=1332331
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
03-24-2009 00:36
From: BETLOG Hax
So please think of any mods I do as no more than insight. Not supported by Domino etc. If it's good, and useful, and Domino wants to integrate it... it *may* end up on their releases.
This somewhat makes me feel lost. After 3 months of waiting for domino getting back on the scene i thought it would be a good idea to continue on his work until he gets back. And hopefully progress as much as possible in his sense.

Domino always has maintained his project all alone in the past, taking up contributions from us, which was fully OK and worked wonderfully as long as he was on the scene. But at the moment Domino seems to be 100% not available. And it is very frustrating for me to work through the code, try to understand the bits and pieces, but on the other hand have no direct legitimation from Domino to take things up and improve his work under his name ;-(

Please can you tell me, if my initiative does make sense at all ? Shall i continue maintining what we have ? Shall i better make a fork and rename it to something else to clearly state that we are developing without Domino beeing around? Or shall we just keep the scripts as they are and never worry about progress ? All alternatives are fully legal due to the gpl-2.0.txt shipped with Domino's scripts.

So has anybody here an idea, how i/we should handle this situation in a proactive and sensible way which is also accepted by the comunity ?
BETLOG Hax
Geek
Join date: 22 May 2007
Posts: 91
03-24-2009 05:06
Whats the problem?
People ask questions, someone tries to help. Gaia has that covered very nicely.
People see code alternatives, write it, and let people try it. If its good the person moderating the code (Domino) assimilates it and it becomes part of the main branch of code. If not then the code is out there to use anyway.
If Domiono formally hands the baton to someone, or if they vanish for an unreasonably long time, someone bids to us to resume the project with what we have of it. And with consensus does so.

Thats pretty much what we are doing as far as i can see.
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
03-24-2009 05:54
From: BETLOG Hax
Whats the problem?
People ask questions, someone tries to help. Gaia has that covered very nicely.
People see code alternatives, write it, and let people try it. If its good the person moderating the code (Domino) assimilates it and it becomes part of the main branch of code. If not then the code is out there to use anyway.
If Domiono formally hands the baton to someone, or if they vanish for an unreasonably long time, someone bids to us to resume the project with what we have of it. And with consensus does so.

Thats pretty much what we are doing as far as i can see.
You exactly described the problem. If we fully rely on Domino, then we must wait until he is back. Meanwhile everybody can or can not develop the code into any direction and give it to people on an ad hoc basis and separate from "the blender import/export scripts". So what you propose sounds like accepting an arbitrary set of independent forks from which the comunity can choose and Domino can consolidate it into his work if he likes so.

But this does not help those who are mainly interested in working with a maintained version of the scripts. Which version would they want to use ? And what if versions exist with different features and someone wants to combine features from different versions?

My approach was to fill in the gap by offering the intermediate repository where such maintenance and consolidation can be done and then give the whole work back to Domino as soon as he is back. By doing this we would consolidate our work into one location from where Domino can eventually start off.

Having said all this and taking into account what you say above, i come to the following alternative, which would work for me, but it would not be the optimal scenario:

- I can fork a project and thus rename the project to something separate from Domino's project name, but keeping the license as it is of course.

- i will do my own maintenance then and i offer others to participate however, since my programming skill are far below what Domino can do and some help would be cool... So i definitely offer to add/maintain contributions from the comunity. You may take it or leave it. All of us are free ;-)

- Then when Domino is back i will offer him what i have baked together, exactly as others can do with their own development...

So in short i will no longer propose to maintain Domino's scripts, but i will offer my own stuff. I am very much worried and concerned about this move. But maybe it is a consequence of open source and taking care about intellectual property and thus unavoidable at the end. What i hate most about this is that a fork will consequently lead to a competitive situation which i wanted to avoid as much as i can!!!

But maybe you still agree, that there are projects out in the world, which are organised by many and still are in good developing shape. My hope was that we could start with something like that. Of course it would have been much better, if Domino was around to formaly acknowledge such a move. But he is not around right now and because of this i have the very strong feeling, that something MUST be done right now. Your response does not make me overwhelming enthusiastic about a comunity effort though ;-(

You understand now better, what makes me feel lost ?
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
03-24-2009 07:23
From: Gaia Clary
Your response does not make me overwhelming enthusiastic about a comunity effort though
Maybe this is missleading. Of course a comunity effort can also be made on forked versions. What i had in mind when starting the maintenance, was to provide "the inofficial maintenance fork" instead of everybody maintaining his/her own. But i can understand your doubts about that. Currently nobody has got the explicit legitimation to maintain Domino's work. So the only possibility seems to fork anyways. And indeed technically i have allready done that when i started the machinimatrix repository...
BETLOG Hax
Geek
Join date: 22 May 2007
Posts: 91
03-25-2009 00:58
From: Gaia Clary
But i can understand your doubts about that.

Maybe you are reading more into this than actually is the case.
I don't have any concerns, nor do i feel a pressing need to take any action.
But in any case I'm making modifications as I see a need for my own requirements, and I'd assume thats the case with anyone modifying this code.
So if someone wants to announce a fork it's all good to me. I'll be modifying the one most useful to me at the time, and checking the others as I need to. Which ever fork chooses to integrate them or not is all the same to me. I'd assume that applies to anyone else making mods too, I'd assume some mods probably never make their stuff publicly available anyway.
By posting them here, I assume that anyone moderating a fork or other related codebase will assimilate my mods if they choose to. And prefereably let us know so we all know which forks we need to keep an eye on, or may prefer to use.
I'd suggest another thread for that, as per your suggestion... another thread for all things related to forks from this codebase. This thread needs to be put to sleep and condensed for new readers anyway... maybe wikified or FAQed... locked and archived.

I dont recall how long domino said he expected to be away, but my gut feeling is that it would be a period something like what has elapsed so far. So maybe his return is relatively imminent.

In any case:
What are the pressing needs? What specific things *need* to be added or changed?
I have some issues with scaling sometimes, which could just be me being dumb, but other than that I don't think I know of any serious bugs, and the basic script functionality is good.
What did you have in mind? Some stuff you have in your own fork that you'd like to release I imagine.
I'm interested.
Do it! :]
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
04-02-2009 03:44
My scripts are GPL so I understandably have no issues with anyone forking a version. One reason I selected GIT as the CVS system is that it readily allows anyone to work on their own versions and for me to pull changes from them back to the original repository easily. No svn server or anything else needed, just zip and email your local git repo to anyone you want to share with, or make it available via the web with http or git. If you change to a different CVS system then I'd consider it a fork as you are no longer following the official development strategy.

Health wise there's no progress. Physio was making my wrist worse and I've been discharged from that now. I'm currently waiting for an appointment with the MSK department to see what experiment they want to try on me next :/
BETLOG Hax
Geek
Join date: 22 May 2007
Posts: 91
04-02-2009 10:17
Welcome back... ish.

BAM!
Suggestion list:

-Options for LSL export to allow
1) images to NOT be rewritten
2) images to be written with normalized mode ('keep scale' ) on
3) images to be written with normalized mode ('keep scale' ) off (by default)
4) when selecting multiple objects : to have options for normalized as above.

-options for > render > bake secondlife sculpties
1) to keep previous settings as default
2) to have ability to load a user defined .tga/.png to use as the 'protect map'


BUGS:
- Someone else previously reported having issues with the 'image not found' on bake being caused by names that have .tga appended to them in the UV window after saving. I assume this is a length limitation issue. Not sure what to say about it except it exists, and it sucks a lot.
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
04-03-2009 00:34
Hi, Domino

Welcome back from me too ;-)
I hope, all is well again ?

So are you going to take care again now ? Or do you still need some time until you can get back to your scripts ?

From my own current work on your scripts:

- i added a user defineable alpha mask

in fact i have added a new bake option "use current image as alpha mask" this is not optimal. I would prefer to be able to configure the image to be used independently and persistent. But i did not find a good way to do that without adding yet another (configuration-)script. Hence i have not yet released this feature, but instead ...

- i am working on an enhanced user interface for your scripts.

This userinterface will be using the scripts window instead of a popup menu. So once the scripts window is open (as a separate window), you can then create and manipulate sculpties from that window. I will provide radio buttons (for the sculptie type) and a create button for "create new sculptie" and possibly a "modify selected sculptie type" but here i am unsure if it works or is feasible at all.

Then there will be a "bake section" from where the bake settings for the current sculptie can be modified, each sculptie can get different bake settings and there will be a "bake button" and possibly an export button (to serve the "export LSL" feature)

I am working on this enhancements as loosely coupled as possible, so in principle i am aiming for releasing a "Frontend for Domino's scripts" ("Frodo" would be a nice name for it ;-), which you can incorporate into your work or let it stand alone, however you like ;-)

cheers,
Gaia
Sven Pertelson
Registered User
Join date: 3 Jan 2007
Posts: 71
Welcome Back Domino
04-03-2009 01:32
From: Domino Marama

Health wise there's no progress. Physio was making my wrist worse .....
-

Ooh - those Physio-terrorists !! :( - Thanks so much to you for this wonderful tool. Is also good to see others value it so much they want to make sure things keep moving forward.
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
04-03-2009 07:29
From: Domino Marama
Health wise there's no progress.
oh ;-(( Apologize... i totally overlooked that part of your message. I am so sorry to read that you did not make any progress. Nevertheless "never give up"! And still the very best wishes from me.
Arrow Hand
Registered User
Join date: 10 Mar 2006
Posts: 78
Blender, Linux and sculpty scripts
04-11-2009 21:02
I've placed the scripts in the scripts directory of /usr/share/blender/scripts - but blender refuses to see them. That is, no sculpty related menu items show up in the File menu.

Am I missing something? This is driving me crazy!
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