Blender Sculptie Importer - Attached
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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06-07-2009 11:46
From: Domino Marama Also I'll be taking out the version you added to sculpty.py - it's git's job to track versions and revision history. I've been taking all that stuff out as part of the cleanup. The snapshot will eventually be automated to update from git once per day. All other releases will be tagged in git. The VERSION variable was used to place the "Primstar ... by Domino Designs(c) " marker into the GUI. It was not meant as version string for the technical releases.Anyways as i said, no complains from my side 
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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06-07-2009 12:11
From: Gaia Clary sure... [email]gaia.clary@machinimatrix.org[/email] will do  And i have no complains about any changes to whatever i provide. I think, i still have to learn a lot about python and blender and the API ... And git  Maybe this will help: Sigh.. Forum doesn't like this: http://dominodesigns.info/second_life/git_commit.txt
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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06-07-2009 13:13
Helped a lot  looks like i am best in learning by watching  Now i was able to pull something from your repository. And i saw, my changes are in your processing queue now  Was i supposed to receive an EMail about the commit ? I didn't get one ...
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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06-07-2009 14:45
From: Gaia Clary Helped a lot  looks like i am best in learning by watching  Now i was able to pull something from your repository. And i saw, my changes are in your processing queue now  They are in the git repository on the web, so not just mine, all the people using git can get it. From: Gaia Clary Was i supposed to receive an EMail about the commit ? I didn't get one ... Nah.. I could add setting up a development mailing list to my to-do items.. Would avoid all the coding talk in this thread too then  PS: Bug report on GUI: when switching to another application and back to Blender the screen doesn't refresh. You have to escape out of the gui and try again.
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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06-07-2009 17:18
From: Domino Marama PS: Bug report on GUI: when switching to another application and back to Blender the screen doesn't refresh. You have to escape out of the gui and try again. Ups... I always thought, this is a bug with blender itself. Maybe i can catch an event, which tells me that i [left|returned] focus from/to blender and on return refresh the entire blender screen... BTW the same effect appears to happen with your old GUI too.. edit: it looks like as long as a popup window is on screen, that's the only window, which i can control. But i will investigate further tomorrow. now its time to go to sleep 
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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06-08-2009 01:19
From: Gaia Clary Ups... I always thought, this is a bug with blender itself. Maybe i can catch an event, which tells me that i [left|returned] focus from/to blender and on return refresh the entire blender screen... BTW the same effect appears to happen with your old GUI too.. edit: it looks like as long as a popup window is on screen, that's the only window, which i can control. But i will investigate further tomorrow. now its time to go to sleep  It might be a Blender bug. It's just the first time I've noticed it. It's not a major problem, just annoying when you hit it. If even just the script window could be refreshed it would help. There's no way to catch events with the old popup style gui so that does suggest it should be fixed in Blender rather than at the script level though. I think the GUI does need some layout work. As it is now, it's slower to use than the original GUI. The position of the Clean LODs button is particularly awkward to get to. It should really be back with the faces counts as it works in conjunction with those settings. It's also a little confusing having the LOD information appear as though it is editable. Is there any reason for such a complicated display when just text in a label would do?
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Chodai Yoshikawa
Registered User
Join date: 26 Mar 2008
Posts: 1
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Thanks!
06-08-2009 01:30
Hello Domino (and Gaia)
Thanks for the updates to the git repository, I was wondering how to make a plane without having catmull-clark applied to it and find, magically, some very nice changes from a git pull to the GUI that allows simple subdivide plus lots of other goodness!
I have, obviously, only just discovered this thread.
Thanks again Domino and all contributors for such a useful tool.
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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06-08-2009 03:39
From: Domino Marama I think the GUI does need some layout work. As it is now, it's slower to use than the original GUI. The position of the Clean LODs button is particularly awkward to get to. It should really be back with the faces counts as it works in conjunction with those settings. I have pushed it down below the LOD display, because "in general it should keep enabled and it makes only sense in the case of non power of 2 face counts". So the idea was to place the mostly used buttons to the top and less used buttons to the bottom. I have now moved it up again below the face count buttons. One suggestion: Whenever the face counts are of power of 2, disable the clean-LOD button-toggle and force it to be enabled (or even better hide the button if not needed) ? from my understanding, that does no harm and it remembers the user that this button is only usefull for non power of 2 facecounts ... ??? From: Domino Marama It's also a little confusing having the LOD information appear as though it is editable. Is there any reason for such a complicated display when just text in a label would do?
yes. I found the textual representation ugly to look at. i favourise the tabular representation as it is now. But if you like it more, i can replace it by Labels, no problem... The modified git is now at http://www.machinimatrix.org/svn/sl/distrib/primstar-git.zip
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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06-08-2009 04:54
From: Gaia Clary One suggestion: Whenever the face counts are of power of 2, disable the clean-LOD button-toggle and force it to be enabled (or even better hide the button if not needed) ? from my understanding, that does no harm and it remembers the user that this button is only usefull for non power of 2 facecounts ... ??? Testing the full implications of Clean LODs is still on my todo list. I think there are cases where turning it off is essential to get expected results. 22 x 46 for example (LOD3 on a 64 x 128 map). But certainly for powers of two, there's no reason not to disable it. I prefer that to hiding. Hiding looks cool but forces user to constantly re-evaluate the gui layout. One change I would definately like to see is the sculpt type rolled up into a single button. This would show the current type and clicking it would show a PupTreeMenu to pick the new type. This submenu would later be extended to include "library sculpts" automatically. The menu structure for the popup tree menu would look like: Standard - Cylinder ------------ Plane ------------ Sphere ------------ Torus Custom - Hemi ------------ Any other math based generators Library - List of directory names Library - Directory - List of filenames ( sculpt_map.tga files ) Perhaps even lose Custom and have Library - Math - hemi (from a hemi.py in a Math folder)
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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06-08-2009 05:19
From: Domino Marama One change I would definately like to see is the sculpt type rolled up into a single button. This would show the current type and clicking it would show a PupTreeMenu to select the new type. This submenu would later be extended to include "library sculpts" automatically. Well... I tested that recently, because i wanted it the same way as you propose and also because i wanted to integrate the LIbrary of sculpts in that way... But it turned out to be very close to useless. The problem is, that the screen does not update properly. hmmm... as TreeMenu will not work (and Menu either, i just tested that) i got another idea  but i can't check that right now, i will get to it when i am back at home and got some free minutes later.
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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06-08-2009 05:20
From: Gaia Clary Well... I tested that recently, because i wanted it the same way as you propose and also because i wanted to integrate the LIbrary of sculpts in that way... But it turned out to be very close to useless. It realty does not work... hmmm... as TreeMenu will not work (and Menu either, i just tested that) i got another idea  but i cant check that right now, i will get to it when i am back at home and got some free minutes later. Oh well.. Been awhile since I looked at GUI stuff in Blender. Stuff like this is probably what decided me on 2.50 for the GUI rewrite originally..
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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06-08-2009 05:25
After some more thoughts i think, it should be straight forward to "simulate" a tree menu with the given possibilities by rendering button lists when needed. Not nice, but better than nothing, what do you think about that as an intermediate "solution" until 2.5 gets out ?
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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06-08-2009 06:08
From: Gaia Clary After some more thoughts i think, it should be straight forward to "simulate" a tree menu with the given possibilities by rendering button lists when needed. Not nice, but better than nothing, what do you think about that as an intermediate "solution" until 2.5 gets out ? I think we should take the discussion to the mailing list http://www.dominodesigns.info/mail.cgi/list/area55/For now I'd skip the tree part. A list box would be fine for the current options.
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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06-08-2009 11:54
From: Domino Marama This would show the current type and clicking it would show a PupTreeMenu to pick the new type. PupTreeMenu has been tested and will work. More details on the mailing list 
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cali Halostar
Registered User
Join date: 19 Dec 2008
Posts: 2
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????
06-15-2009 21:49
im not sure what that url does it goes to a bunch of links which one or am i doing this right to find these sculptys 4 blender?? plz help!
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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06-16-2009 01:27
From: cali Halostar im not sure what that url does it goes to a bunch of links which one or am i doing this right to find these sculptys 4 blender?? plz help! http://dominodesigns.info/second_life/blender_scripts_git.html get the RC bundle from the right, that's the recommended version for daily use currently.
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Aeromann Blitz
Registered User
Join date: 6 Jun 2008
Posts: 5
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multi-poart importer
06-19-2009 09:44
In the event this is an old topic, my apologies Using Keira Wells video, http://www.youtube.com/watch?v=E_ChABg7adU&feature=channel_pagethe children scripts all have the same position/rotation as the parent, therefore they dont assemble in sl. any insight, or thread? thanks!
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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06-19-2009 13:27
Things like this are very difficult to diagnose remotely. I'd need to see the blend file. However, the current export_lsl stuff was shoe horned onto a codebase that wasn't really designed for it. Getting it to work correctly in all situations wasn't possible. This is something that is being worked on in the git repository version, so keep an eye out for new releases soon.
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BETLOG Hax
Geek
Join date: 22 May 2007
Posts: 91
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06-19-2009 13:53
If in doubt always reset transforms on your objects prior to sculpt render. Select objects ctrl-A Scale and rotation to ObData
...maybe will help
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Jesse Later
Registered User
Join date: 3 May 2008
Posts: 2
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doesnt work
07-05-2009 19:35
I'm using blender 2.48 on Ubuntu 9.04. Copied scripts into script forlder. Opened blender. Refresed script menues. Nothing...
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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07-06-2009 01:57
What version of the scripts?
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Bhakta Thor
Escape from RL
Join date: 31 Jan 2008
Posts: 291
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07-06-2009 05:29
From: Jesse Later I'm using blender 2.48 on Ubuntu 9.04. Copied scripts into script forlder. Opened blender. Refresed script menues. Nothing... I have never been able to get it to work. I think it has something to do with the path and the existance of the subfolder, but I have tried many many times. I did finally see the scupty as an import, but when I do that, I get an error message that some file is missing. It wants a .tga file of some kind. I found a tutorial for making your own sculpty, but is I can't do that either, there were way too many steps for me because something always messes up along the way or there is some setting or method that the tutorial assumes I have either set or know how to do. BT
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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07-06-2009 06:28
From: Bhakta Thor It wants a .tga file of some kind. That would be the sculpt map .tga that you want to import.
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Bhakta Thor
Escape from RL
Join date: 31 Jan 2008
Posts: 291
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07-06-2009 09:53
From: Domino Marama That would be the sculpt map .tga that you want to import. does that sculpt map .tga come with the scripts that I downloaded?
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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07-06-2009 11:07
From: Bhakta Thor does that sculpt map .tga come with the scripts that I downloaded? Did you seriously expect it to? Import means to bring in from an outside source (such as grabbing one of the free sculpt maps in SL and saving it to bring into Blender for texturing). The built in starter sculpties are under Add - Mesh - Sculpt Mesh
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