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Offline Builder: Now in Beta

Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
05-31-2006 00:59
La de da...

EDIT: I've made a new release (0.5.0) that adds sculpty support. Thanks to Domino Marama for putting out sculpty support for Blender, which has been ported to this release.

This is a beta release. Please read the Readme for changes from 0.4.x, and report any bugs to the forums, in world, or to my listed email.

Grab your copy and play around with it!





To use the tool:

Grab Blender here:
http://www.blender.org

Grab the tool here:
http://sourceforge.net/project/showfiles.php?group_id=149111

Install Blender.
Unzip the tool.
Run the included .blend file.
Hit Alt-P (or Right-Click, "Execute Script...";).

Grab and run the Importer (Latest revision):
http://slurl.com/secondlife/Great%20Pubnico/23/71/93/

Mirrors:
http://slurl.com/secondlife/Brithys/111/234/54
http://slurl.com/secondlife/Albata/21/37/45



Blender Controls (note using some other internal controls may cause problems):
G -- "Grab" -- move the primitive
R -- "Rotate" -- rotate the primitive
S -- "Scale" -- scale the primitive


Tap X,Y, or Z once after the above to move, rotate, or scale in a given direction
Tap it again to move, rotate, or scale in a local direction


Selection controls:
Left-click: Place cursor (position to spawn new primitives)
Right-click: Select this prim, or a group of prims
X: Delete a primitive


Camera (if no mousewheel, use numpad 2 and 8):
Mousewheel: Zoom Camera
Shift + Mousewheel: Translate Camera (up and down)
Ctrl + Mousewheel: Translate Camera (left and right)
Ctrl + Alt + Mousewheel: Pan Camera (left and right)
Mouse 3 (mousewheel button) + mouse movement: Free camera




Enjoy! Post any bugs, comments, or shameless plugs here. :)

If the SF.net file links do not work, you can also find the latest ZIP file here:
http://halfpastnull.com/source/Prim.Blender_0.6.5.zip

You may browse the source code here:
http://halfpastnull.com/source/prim.blender

Older commentary:
/54/a3/96052/1.html
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Kliger Dinkin
Registered User
Join date: 22 Apr 2006
Posts: 46
interface&LSL question
05-31-2006 01:37
Jeffrey/

Wow... great work. It seems uncomparably smoother than the last version I used. It took me a couple minutes to get the work flow down: Is it necessary to double-click on a primitive icon to rez a new object, or is it me? The mirror tool in the interface is a great (and obvious) step. I fantasized, while hitting the ALT key and going into Blender's edit mode, how that capability could change what we build in SL...
Question: would adding the LSL portion mean that we could test scripts in Blender, or am I dreaming??
Thnx again.

//Kliger
Nargus Asturias
Registered User
Join date: 16 Sep 2005
Posts: 499
05-31-2006 01:46
Yay! Try try :D *goes download*

I think I need a Blender-How to Use document too :rolleyes:
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Nargus Asturias, aka, StreamWarrior
Blue Eastern Water Dragon
Brown-skinned Utahraptor from an Old Time
Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
05-31-2006 01:48
Stunning as usual Jeffrey.

Bug #1:

The minimum difference between profile cut begin and end on a torus (in SL) is 0.05 only at the "ends", i.e. when the begin is 0.0 or the end is 1.0. All other times the minimum appears to be 0.02. Prim blender has it at 0.05 throughout.

Bug #2:

Something funny is up with the hole sizes on a torus. I think your x hole size is off by a factor of two (too large).

Otherwise my standard test build (trefoil knot from two twisted tori) came out as expected :)
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Kliger Dinkin
Registered User
Join date: 22 Apr 2006
Posts: 46
Second Life Offline for Grid Maintenance...
05-31-2006 08:16
but we keep on building (lol)...
Demitrious Doctorow
Registered User
Join date: 12 Nov 2005
Posts: 22
The Builders Build On!!!
05-31-2006 09:48
No more waiting, now we can truly second life without the grid being up, sorta. lol
Iron Perth
Registered User
Join date: 9 Mar 2005
Posts: 802
05-31-2006 10:14
Brilliant :)
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Iron Perth
Registered User
Join date: 9 Mar 2005
Posts: 802
05-31-2006 10:19
BTW, I think object import into your tool will be prefered before object export into SL.

That could just be my personal preference, but I thought I'd throw my vote out there.
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Carleb Callahan
Vive le tout!
Join date: 9 Jul 2004
Posts: 18
Import?
05-31-2006 10:59
Iron - if youre talking about what I THINK you're talking about, that would be amazing, but I'd say that export to SL should be a priority. Frankly, the building interface in SL sucks alot right now, missing simple things that engineers such as myself take for granted (snapping to objects, etc.) and being able to do that outside SL would be a good replacement.

If by import into this program you mean talking .raw or whatever format, and then converting it (roughly) into SL-style prims, then that would be FANTASTIC. Although hard I imagine. I imagine you could set the number of prims to use, then try some least-squares fit thing.
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
05-31-2006 11:15
Added the usage controls to my main post. Also adding it to the readme of 0.3.1 once I fix those bugs.


On converting actual 3D models to prims: Considered it.

Personally not going to do that though. First, it's hard -- and likely CPU-intensive on the maths. Second, it would allow people to take stuff from say, OGLE, and make it right back into prims. Which isn't a good thing for permissions.


As for the rest, my role now is to fix the bugs in this builder. For import and export into the world, I'm going to see what everyone else does first. If no one picks up the torch, I'll write a simple file converter myself. ;)

Edit: Thanks for the bug reports, Seifert. It seems 1.10.x now uses 0.02 for just about everything. I'll make changes to reflect that. Also, just fixed the hole size bug in a pinch. :)
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Pratyeka Muromachi
Meditating Avatar
Join date: 14 Apr 2005
Posts: 642
05-31-2006 11:52
What? No "griefing" button?:D

Looks cool! will try this tonight, good work!
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
05-31-2006 11:53
Note to self: Hippo button. ;)

Also: New release with bug fixes is up. Hope it works!

Also also: Yeah, you have to double-click for a new prim. That was on purpose, because it's not really a button I'm using there. Call it... a delightful hack of the Blender API. :)
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Shivrah Andalso
Registered User
Join date: 31 May 2006
Posts: 2
Zip file
05-31-2006 12:40
The Zip file isn't working.
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
05-31-2006 13:31
Huh? Just checked off the download site. Works fine for me.

What error are you getting?
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Lyrak Sleeper
Big Bad Wolf
Join date: 10 Jan 2006
Posts: 123
05-31-2006 14:27
Any chance, for those of us not overly familiar with blender, that you'd have a full tutorial?

Two questions that come up right now are: do we need to unzip the file to a specific location and how do we apply textures in blender? (I'd love to be able to test stuff there before uploading.)
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Lyrak Sleeper
Custom Avatars and Clothing
Specializes in Furry Avatars (Shapes, working on texturing skill)
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
05-31-2006 14:51
From: Lyrak Sleeper
Two questions that come up right now are: do we need to unzip the file to a specific location and how do we apply textures in blender? (I'd love to be able to test stuff there before uploading.)

Any place should be fine. The file is self-contained.

And textures are currently not supported in the builder, due to issues with Second Life permissions, us not being allowed to automate assets, etc. This may change with HTTP support, but I don't believe it has yet.

You can apply internal textures with Blender via materials, but this is reserved for post-processing for now.


The full Blender tutorial can be found on their page (linked above). I have posted the relevant commands in the first post, though.
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Shivrah Andalso
Registered User
Join date: 31 May 2006
Posts: 2
05-31-2006 15:15
Everytime I try to dowload the Zip,it says cannot find server,and it's not my connection.
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
05-31-2006 16:36
Weird.

This link work for you?*

* This link has been deprecated
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Nargus Asturias
Registered User
Join date: 16 Sep 2005
Posts: 499
05-31-2006 20:04
Hi Jeff. I just noticed somethings...

You still have the meterial Light in the list! :D
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Nargus Asturias, aka, StreamWarrior
Blue Eastern Water Dragon
Brown-skinned Utahraptor from an Old Time
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
05-31-2006 23:16
Heh! That's an interesting, if non-essential bug. Thanks! :D
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Sarg Bjornson
Theme Park Designer
Join date: 14 Sep 2005
Posts: 244
06-01-2006 03:16
Hi Jeffrey!

So, with this program you can create prim objects offline and then import them to SL? If I understood properly this last part is still not finished, right?

...

Can I marry you?

:D
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Zepp Zaftig
Unregistered Abuser
Join date: 20 Mar 2005
Posts: 470
06-01-2006 08:26
From: Iron Perth
BTW, I think object import into your tool will be prefered before object export into SL.

Couldn't that be done with libsecondlife?
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Thraxis Epsilon
Registered User
Join date: 31 Aug 2005
Posts: 211
06-01-2006 10:18
Last night while half asleep I did get at least the code to spawn a cube for each primitive defined in the file complete. Working on the code to move and shape the items now, but won't be able to test until after I get home from work.
Kliger Dinkin
Registered User
Join date: 22 Apr 2006
Posts: 46
libsecondlife question
06-01-2006 11:10
From: Zepp Zaftig
Couldn't that be done with libsecondlife?


Can someone explain to me what libsecondlife libraries are for? I've searched around but don't quite get it.
Thnx.

//Kliger.
Thraxis Epsilon
Registered User
Join date: 31 Aug 2005
Posts: 211
06-01-2006 11:17
They are libraries that re-implement the code that the Second Life client uses. Things from decoding the Cache, and decoding the network stream. The final library set could possibly allow someone to write their own SL client.
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