Blender Sculptie Importer - Attached
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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05-28-2009 02:05
From: Domino Marama After rotating 45 degrees, snap to grid from top view. This will give the perfect square and it bakes fine. ups, that was a wrong version of the scripts at my side. i forgot to switch to the git scripts after restarting blender. From: Domino Marama As far as the new mesh generator, I'm not sure whether to keep it or go back to the old method. This is more accurate for sculpties, but maybe the math version is more appropriate at that point in the workflow. In which way is the new baker more acurate for sculpties ?
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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05-28-2009 02:59
From: Gaia Clary In which way is the new baker more acurate for sculpties ? It only bakes what it is absolutely sure is right. With a triangle fill, there can be interpolation issues along the edges. As the new baker only bakes single pixels and horizontal and vertical lines (I plan on adding 45 degree diagonals too) there are no interpolation problems. e2a: Just commited the diagonal line draw. This means most maps will be complete without the Finalise option. With finalise off, they should look much like the old baker. The difference comes if you have larger faces or ones that don't have 90 degree edges. In these cases you can turn finalise off and the black parts of the map are where the finalise routine will interpolate. Making sure the faces on the UV map are rectangular (preferably square) will give the best results. There is a problem with baking parented objects which ends up with meshes scaling wrong. For now parenting should be done after baking, just before the LSL export.
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Darlyne Pralou
Registered User
Join date: 30 Nov 2008
Posts: 3
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installed script wont work
05-28-2009 11:32
Hello,
I installed the sculptie scripts and put them in Blenders scriptdirectory. But now in Blender I m not able to create sculpted mesh at all. The program does not give me that possibility the scripts should do. What can be wrong? Python is installed and working.
Thx!
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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05-28-2009 17:44
From: Darlyne Pralou Hello,
I installed the sculptie scripts and put them in Blenders scriptdirectory. But now in Blender I m not able to create sculpted mesh at all. The program does not give me that possibility the scripts should do. What can be wrong? Python is installed and working.
Thx! Can't you see the scripts appearing at the appropriate locations in the blender menu, or do you just not know, how to use the scripts ? If the first is true, please watch this video: http://blog.machinimatrix.org/2008/07/12/the-blender-installation-guide/If the latter is true, maybe you should watch the other machinimatrix tutorials: http://blog.machinimatrix.org/video-tutorials/If i am completely on the wrong track, maybe you could describe in more detail, what your problem is ? BTW: you do not need an installed pythin to run the scripts.
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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05-29-2009 14:32
From: Gaia Clary In which way is the new baker more acurate for sculpties ? I've just committed another improvement to the new baker. Unless there's something I've missed or forgotten, it's now in it's final form. This latest change allows high resolution models (based on sculptie topology) to be baked directly to a standard sculpt map size. With the old baker, this would corrupt the map. Now I'm happy with the maps, I'll start polishing the next stage of the pipeline - so hopefully the scaling problems will soon be gone 
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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05-29-2009 15:25
From: Domino Marama I've just committed another improvement to the new baker. Unless there's something I've missed or forgotten, it's now in it's final form. This latest change allows high resolution models (based on sculptie topology) to be baked directly to a standard sculpt map size. With the old baker, this would corrupt the map. Now I'm happy with the maps, I'll start polishing the next stage of the pipeline - so hopefully the scaling problems will soon be gone  I have downloaded the newest version 20 minutes ago. And i now get this weird rotation problem i reported 2 days ago again, but this time i double checked that i am using the git scripts. Maybe it is important to note, that i am on blender-2.49-RC3 (rev 20211) and i use windows XP-SP2. here is a short video as demonstration : http://www.machinimatrix.org/movies/machinimatrix/tutorials/primstar/primstarBug1.wmv
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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05-29-2009 15:58
It's not the scripts causing that. You are editing the lowest level multires. The full set hasn't been updated, move up and down a level and watch what happens. I can't recall ever trying an edit like that, so not sure if it's normal or if it's changed recently. I find subsurf better for low LOD editing. The new image - import as sculptie makes it very quick to change it to multires when you are ready to model the finer details.
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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05-29-2009 16:26
you are right. it is the multires calculation. to get this fixed, i had to:
- go to the lowest level, - remove all higher levels, - set subdivision type to simple, - add the higher levels again.
bah! That happens in all versions of blender and with all versions of your scripts and also with the jass-distribution ...
ok, with subsurf it works better and no weird effects appear.
BTW: Recently i have read, that multires will be reimplemented (for blender 2.5 ?). Is it because it is buggy and the seen effects (like the one i mentioned here) are not the expected behaviour ?
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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05-30-2009 02:56
From: Gaia Clary BTW: Recently i have read, that multires will be reimplemented (for blender 2.5 ?). Is it because it is buggy and the seen effects (like the one i mentioned here) are not the expected behaviour ? The new multires is a modifier, so it acts a bit like an editable subsurf. The main difference is that you can edit the mesh on level 1, deleting and adding faces with multires enabled. And yes, it's in 2.50 along with the new Python based GUI. No more having a new script for each menu option, can just have sculpty.py and sculpty_gui.py to do the whole thing. I'll be to do context sensitive options that only appear when sculpties are selected too.. 
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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05-30-2009 05:18
From: Domino Marama The new multires is a modifier, so it acts a bit like an editable subsurf. The main difference is that you can edit the mesh on level 1, deleting and adding faces with multires enabled. And yes, it's in 2.50 along with the new Python based GUI. No more having a new script for each menu option, can just have sculpty.py and sculpty_gui.py to do the whole thing. Yes, that would be much better. In the meantime a friend from the machinimatrix has recently worked out a method to hide all scripts into a subdirectory. So you can just drop all sculptie related files into one single subdirectory and do not have to bother with messing up the scripts folder. We are going to apply that idea to the jass-distribution. From: Domino Marama I'll be to do context sensitive options that only appear when sculpties are selected too..  You sound like 2.5 is standing right in front of the door 
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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05-31-2009 04:19
I have been thinking a bit about why the 4x,4y,4-levels multires cylinder is not a perfect squared shape. And i think, that i have understood, why this happens: My argument is best seen from the top view: Right after creation the object looks like a square rotated by 45 degree. The top-bottom distance and the left-right distance define the objects boundingbox. The creator script has also created the shape regarding the limitations of sculpties. namely every vertex is placed precisely on a grid position. Now look at the top edge. If the object would have been created without taking care about the sculptie grid, its x-coordinate would have been placed right into the middle between 2 grid points. But due to the grid constraints, the edge has been shifted to the nearest grid point to the left. The same is true for the bottom edge. Looking at the left-right edges, we see the same repositioning but now in the y-axis by shifting to the nearest grid point to the bottom. Because the repositioning is done asymetrically, the whole object gets slightly away from its perfect symmetry. This effect was not present with the old creator, because it did not take care about the sculptie grid. So it was possible to create perfect shaped sculpties, which would degrade to "doable shapes" after baking. I see 3 possible ways to go from here: 1.) keep it as it is now. Then the created sculptie will be allready perfect for export. But it would need immediate rework for special effects, e.g. perfect square needs to be done by hand. On the other hand, the created shape is always the start for a sculpt, so after sculpting has been done, the mesh points typically are not positioned along the sculptie grid, so we end up with the known effects, that after baking the baked version does not look like the "original". 2.) Go back to the old baker. Then objects could be created with a perfect shape, but later after baking the results would be more or less different from the "original" and need special tuning. But that is similar to above. 3.) When creating the sculptie, you could take into account where the mesh points lay in the x-y plane. So you could not just shift vertices to the left or to wards the bottom, but you might introduce a way to shift them "clockwise". e.g.: shift the top edge to the nearest left gridpoint shift the left edge to the nearest lower gridpoint shift the bottom edge to the nearest right gridpoint shift the right edge to the nearest upper gridpoint. The downtrack to this method is, that you introduce a slight rotation to the object, but it would be a perfect doable sculptie. And this method would apply for all types of sculpties due to their special symmetry constraints. ok, there is still the z-axis ... and there is torus... My personal favorite is the 2nd option. It creates perfect objects for starting with sculpting and from all practical viewpoints i do not see why that is a bad decision. But probably you have meanwhile found either a better way to go, or i have overlooked something very important again... 
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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05-31-2009 04:37
From: Gaia Clary 2.) Go back to the old baker. Then objects could be created with a perfect shape, but later after baking the results would be more or less different from the "original" and need special tuning. But that is similar to above. If by "baker" you mean mesh generator, then yeah I've already decided that sticking to pure math is a better approach at that point. I'll probably use the LOD bake as the default image for new sculpties when I recode it.
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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05-31-2009 06:26
From: Domino Marama If by "baker" you mean mesh generator, then yeah I've already decided that sticking to pure math is a better approach at that point. I'll probably use the LOD bake as the default image for new sculpties when I recode it. ups.. yes i meant the mesh generator of course. Do you have an estimate when you will change that on git? Then i will go into the next round of testing and asking (if you dont mind  )
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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05-31-2009 09:46
From: Gaia Clary Do you have an estimate when you will change that on git? Then i will go into the next round of testing and asking (if you dont mind  ) That would be oh, about erm, um.. 10 minutes ago.
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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06-01-2009 10:23
http://dominodesigns.info/second_life/blender_scripts_git.htmlNew snapshot up with bug fixes to adding a sculpt mesh and importing them. You can also select subdivision type now (thanks for helping clarify that we needed this Gaia  ).
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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06-01-2009 11:27
Now i am satisfied  Truly, i just downloaded your version and made a quick check. Everything i found yesterday night seems to be fixed by now. Especially i think that the baker is now more acurate?!? (yesterday i found some glitches with wrong placed vertices, but now everything seems to be as correct as it can be ...) I like most the new feature in the image-popup (import as new sculptie). There is one little caveat here, which might confuse users:When you initially create the first sculptie, you also added the LOD-markup to it, so when unaware users import sculptie fr0m image, they end up with a hedgehog  Anyways, i like it now, so i will replace the old RC-scripts by your git version and start integration into JASS. You do not like to take over my GUI into your scripts, no? Ok, anyways let us start a friendly "GUI-competition" when we eventually arrive at blender-2.5 have a nice afternoon/evening/morning (where ever your timezone is) cheers, Gaia
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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06-01-2009 12:12
From: Gaia Clary There is one little caveat here, which might confuse users:When you initially create the first sculptie, you also added the LOD-markup to it, so when unaware users import sculptie fr0m image, they end up with a hedgehog  An educational hedgehog. Changing the multires level will give a very good demonstration of why it's important to pay attention to your lod levels.. From: Gaia Clary You do not like to take over my GUI into your scripts, no? It's not that. It's just that I have very limited time I can spend on the computer. Like I said a few days ago, I'll get to things eventually, but if someone else does them for me in the meantime, I won't complain.
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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06-01-2009 13:56
From: Domino Marama An educational hedgehog. Changing the multires level will give a very good demonstration of why it's important to pay attention to your lod levels.. ok... as curious as i am i just examined the hedgehog as sculptie in more detail...  Do you have an idea where the asymetry comes from ? It may be irrelevant it may indicate a flaw ... I thought, better report it now  From: Domino Marama It's not that. It's just that I have very limited time I can spend on the computer. Like I said a few days ago, I'll get to things eventually, but if someone else does them for me in the meantime, I won't complain. Shouldn't be such a big problem to do that  Maybe you can give me a hint ...: I have added tooltips for many buttons in my GUI. But this turns out to become ugly, because the tooltips popup all the time at unconvenient places. So i have the idea to make a special tooltip, which always pops up at a dedicated place (the tooltip row), e.g. at the bottom of the popup... I am sure, that can be done. Maybe you can tell me a quick solution how to do that ?
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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06-01-2009 15:52
From: Gaia Clary ok... as curious as i am i just examined the hedgehog as sculptie in more detail...  Do you have an idea where the asymetry comes from ? It may be irrelevant it may indicate a flaw ... I thought, better report it now  Those pixels are the ones used at LOD0 ( 6 x 6 ). So neither irrelevant or a flaw 
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Roaddogg Lagan
Registered User
Join date: 17 Mar 2007
Posts: 14
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06-01-2009 16:08
i dont where it is but i just downloaded blender and downloaded the scripts and was putting them but there isnt a folder for the scripts to go in in my directory it says
c:\Program Files\Blender Foundation\Blender theres nothing after that, can someone help here
thank you
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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06-01-2009 16:36
From: Roaddogg Lagan i dont where it is but i just downloaded blender and downloaded the scripts and was putting them but there isnt a folder for the scripts to go in in my directory it says
c:\Program Files\Blender Foundation\Blender theres nothing after that, can someone help here
thank you You see nothing, or you do not see the .blender folder? Maybe you need to enable "show hidden files" in your file explorer ?. You will then see the folder named ".blender", and inside that one you find the scripts folder where you will place the scripts. or look at this video to see, how you can do it better: http://blog.machinimatrix.org/2008/07/12/the-blender-installation-guide/in particular the last 2 minutes of the video contain the relevant information for you.
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Roaddogg Lagan
Registered User
Join date: 17 Mar 2007
Posts: 14
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06-01-2009 16:44
the folder that says .blender isnt there
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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06-01-2009 17:10
From: Roaddogg Lagan the folder that says .blender isnt there I guess you have installed blender with the option to "use the application data directory" or to use the %HOME% variable as the location for your installation folders. So you will find the .blender folder there instead of the installation directory of Blender itself. I can only recommend you to watch the video i mentioned previously. You will find all you need there 
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Fizz Savira
Registered User
Join date: 22 Oct 2008
Posts: 34
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is there a known bug with exporting with "keep scale"?
06-01-2009 20:17
I've tried a few different variations on exporting with "keep scale" selected, and they all seem to yield the same (wrong) result. Is this a known bug? Thanks 
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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06-01-2009 22:09
From: Fizz Savira I've tried a few different variations on exporting with "keep scale" selected, and they all seem to yield the same (wrong) result. Is this a known bug? Thanks  What do you expect to get with keep scale ? And in which way do you think that your results are wrong ? And .. which version of the scripts do you refer too ? (release, rc or primstar) ?Maybe you can provide an example (image) ?
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